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/Command and conquer Heure H/Light of five stars/INI/ -> ObjectCreationList.ini (source)

   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: ObjectCreationList.ini (SYSTEM) ////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  ; ------------------------------------------------
   6  ObjectCreationList OCL_CreateDamagedBarrel
   7    CreateDebris
   8      ModelNames = PMBarrel01_D1
   9      Offset = X:0 Y:0 Z:0
  10      Mass = 2
  11      Count = 1
  12      Disposition = RANDOM_FORCE
  13      MinForceMagnitude = 5
  14      MaxForceMagnitude = 7
  15      SpinRate = 180
  16      MinForcePitch = 75
  17      MaxForcePitch = 90
  18      ParticleSystem = BlackTrail
  19    End
  20  End
  21  
  22  ; ----------------------------------------------
  23  ObjectCreationList OCL_FireWallSegment
  24   CreateObject
  25     ObjectNames = FireWallSegment
  26     Disposition = LIKE_EXISTING INHERIT_VELOCITY
  27     PreserveLayer = Yes
  28   End
  29  End
  30  
  31  ; ----------------------------------------------
  32  ObjectCreationList OCL_FireWallSegmentUpgraded
  33   CreateObject
  34     ObjectNames = FireWallSegmentUpgraded
  35     Disposition = LIKE_EXISTING INHERIT_VELOCITY
  36     PreserveLayer = Yes
  37   End
  38  End
  39  
  40  ; ----------------------------------------------
  41  ObjectCreationList OCL_FireFieldSmall
  42   CreateObject
  43     ObjectNames = FireFieldSmall
  44     Disposition = ON_GROUND_ALIGNED
  45   End
  46  End
  47  
  48  ; ----------------------------------------------
  49  ObjectCreationList OCL_FireFieldUpgradedSmall
  50   CreateObject
  51     ObjectNames = FireFieldUpgradedSmall
  52     Disposition = ON_GROUND_ALIGNED
  53   End
  54  End
  55  
  56  ; ----------------------------------------------
  57  ObjectCreationList OCL_PoisonFieldLarge
  58   CreateObject
  59     ObjectNames = PoisonFieldLarge
  60     Disposition = ON_GROUND_ALIGNED
  61   End
  62  End
  63  
  64  ; ----------------------------------------------
  65  ObjectCreationList OCL_PoisonFieldMedium
  66   CreateObject
  67     ObjectNames = PoisonFieldMedium
  68     Disposition = ON_GROUND_ALIGNED
  69   End
  70  End
  71  
  72  ; ----------------------------------------------
  73  ObjectCreationList OCL_PoisonFieldSmall
  74   CreateObject
  75     ObjectNames = PoisonFieldSmall
  76     Disposition = ON_GROUND_ALIGNED
  77   End
  78  End
  79  
  80  ; ----------------------------------------------
  81  ObjectCreationList OCL_PoisonFieldAnthraxBomb
  82   CreateObject
  83     ObjectNames = PoisonFieldAnthraxBomb
  84     Disposition = ON_GROUND_ALIGNED
  85   End
  86  End
  87  
  88  ; ----------------------------------------------
  89  ObjectCreationList OCL_PoisonFieldUpgradedLarge
  90   CreateObject
  91     ObjectNames = PoisonFieldUpgradedLarge
  92     Disposition = ON_GROUND_ALIGNED
  93   End
  94  End
  95  
  96  ; ----------------------------------------------
  97  ObjectCreationList OCL_PoisonFieldUpgradedMedium
  98   CreateObject
  99     ObjectNames = PoisonFieldUpgradedMedium
 100     Disposition = ON_GROUND_ALIGNED
 101   End
 102  End
 103  
 104  ; ----------------------------------------------
 105  ObjectCreationList OCL_PoisonFieldUpgradedSmall
 106   CreateObject
 107     ObjectNames = PoisonFieldUpgradedSmall
 108     Disposition = ON_GROUND_ALIGNED
 109   End
 110  End
 111  
 112  ; ----------------------------------------------
 113  
 114  ObjectCreationList OCL_RadiationFieldLarge
 115   CreateObject
 116     ObjectNames = RadiationFieldLarge
 117     Disposition = ON_GROUND_ALIGNED
 118   End
 119  End
 120  
 121  ; ----------------------------------------------
 122  
 123  ObjectCreationList OCL_RadiationFieldMedium
 124   CreateObject
 125     ObjectNames = RadiationFieldMedium
 126     Disposition = ON_GROUND_ALIGNED
 127   End
 128  End
 129  
 130  ; ----------------------------------------------
 131  
 132  ObjectCreationList OCL_RadiationFieldSmall
 133   CreateObject
 134     ObjectNames = RadiationFieldSmall
 135     Disposition = ON_GROUND_ALIGNED
 136   End
 137  End
 138  
 139  ; ----------------------------------------------
 140  
 141  ObjectCreationList OCL_NukeRadiationField
 142   CreateObject
 143     ObjectNames = NukeRadiationFieldWeapon
 144     Disposition = ON_GROUND_ALIGNED
 145   End
 146  End
 147  
 148  ; ----------------------------------------------
 149  ObjectCreationList OCL_FirestormSmall
 150   CreateObject
 151     ObjectNames = FirestormSmall
 152     Disposition = ON_GROUND_ALIGNED
 153   End
 154  End
 155  
 156  ; ----------------------------------------------
 157  ObjectCreationList OCL_BlackNapalmFirestormSmall
 158   CreateObject
 159     ObjectNames = BlackNapalmFirestormSmall
 160     Disposition = ON_GROUND_ALIGNED
 161   End
 162  End
 163  
 164  ; ----------------------------------------------
 165  ObjectCreationList OCL_TankerTruckExplode
 166    CreateDebris
 167      ModelNames = CVTanker_d03
 168      Offset = x: -16.887  y:2.588  z: 6.751
 169      Mass = 5
 170      Disposition = SEND_IT_FLYING
 171      DispositionIntensity = 1
 172    End
 173    CreateDebris
 174      ModelNames = CVTanker_d09
 175      Offset = x:  -10.682  y:  4.327  z:  2.929
 176      Mass = 5
 177      Disposition = SEND_IT_FLYING
 178      DispositionIntensity = 1
 179    End
 180    CreateDebris
 181      ModelNames = CVTanker_d10
 182      Offset = x:  -10.682  y: -4.272  z:  2.929
 183      Mass = 5
 184      Disposition = SEND_IT_FLYING
 185      DispositionIntensity = 1
 186    End
 187    CreateDebris
 188      ModelNames = CVTanker_d11          ; wheel
 189      Offset = x:  -2.651  y:  -4.119  z:  2.203
 190      Mass = 5
 191      Disposition = SEND_IT_FLYING
 192      DispositionIntensity = 1
 193    End
 194    CreateDebris
 195      ModelNames = CVTanker_d12          ; wheel
 196      Offset = x:  -2.651  y:  4.062  z:  2.203
 197      Mass = 5
 198      Disposition = SEND_IT_FLYING
 199      DispositionIntensity = 1
 200    End
 201    CreateDebris
 202      ModelNames = CVTanker_d13          ; wheel
 203      Offset = x:  2.73  y:  4.062  z:  2.203
 204      Mass = 5
 205      Disposition = SEND_IT_FLYING
 206      DispositionIntensity = 1
 207    End
 208    CreateDebris
 209      ModelNames = CVTanker_d14          ; wheel
 210      Offset = x:  2.73  y:  -4.119  z:  2.203
 211      Mass = 5
 212      Disposition = SEND_IT_FLYING
 213      DispositionIntensity = 1
 214  
 215    End
 216    CreateDebris
 217      ModelNames = CVTanker_d15
 218      Offset = x:  -7.869  y:  .07  z:  3.663
 219      Mass = 5
 220      Disposition = SEND_IT_FLYING
 221      DispositionIntensity = 1
 222    End
 223    CreateDebris
 224      ModelNames = CVTanker_d16          ; wheel
 225      Offset = x:  -17.47  y:  4.423  z:  2.203
 226      Mass = 5
 227      Disposition = SEND_IT_FLYING
 228      DispositionIntensity = 1
 229    End
 230    CreateDebris
 231      ModelNames = CVTanker_d17          ; wheel
 232      Offset = x:  -17.47  y:  -4.374  z:  2.203
 233      Mass = 5
 234      Disposition = SEND_IT_FLYING
 235      DispositionIntensity = 1
 236    End
 237    CreateDebris
 238      ModelNames = CVTanker_d20
 239      Offset = x:  -.773  y:  .07  z:  3.663
 240      Mass = 5
 241      Disposition = SEND_IT_FLYING
 242      DispositionIntensity = 1
 243    End
 244    CreateDebris
 245      ModelNames = CVTanker_d21
 246      Offset = x:  34.293  y:  -.009  z:  3.673
 247      Mass = 5
 248      Disposition = SEND_IT_FLYING
 249      DispositionIntensity = 1
 250    End
 251    CreateDebris
 252      ModelNames = CVTanker_d22          ; wheel
 253      Offset = x:  31.646  y:  4.062  z:  2.203
 254      Mass = 5
 255      Disposition = SEND_IT_FLYING
 256      DispositionIntensity = 1
 257    End
 258    CreateDebris
 259      ModelNames = CVTanker_d23          ; wheel
 260      Offset = x:  31.646  y:  -4.119  z:  2.203
 261      Mass = 5
 262      Disposition = SEND_IT_FLYING
 263      DispositionIntensity = 1
 264    End
 265    CreateDebris
 266      ModelNames = CVTanker_d24          ; wheel
 267      Offset = x:  37.026  y:  4.062  z:  2.203
 268      Mass = 5
 269      Disposition = SEND_IT_FLYING
 270      DispositionIntensity = 1
 271    End
 272    CreateDebris
 273      ModelNames = CVTanker_d25          ; wheel
 274      Offset = x:  37.026  y:  -4.119  z:  2.203
 275      Mass = 5
 276      Disposition = SEND_IT_FLYING
 277      DispositionIntensity = 1
 278    End
 279    CreateDebris
 280      ModelNames = CVTanker_d26
 281      Offset = x:  42.924  y:  -.016  z:  2.854
 282      Mass = 5
 283      Disposition = SEND_IT_FLYING
 284      DispositionIntensity = 1
 285    End
 286    CreateDebris
 287      ModelNames = CVTanker_d27
 288      Offset = x:  40.859  y:  .128  z:  13.615
 289      Mass = 5
 290      Disposition = SEND_IT_FLYING
 291      DispositionIntensity = 1
 292    End
 293    CreateDebris
 294      ModelNames = CVTanker_d28
 295      Offset = x:  40.859  y:  .128  z:  13.615
 296      Mass = 5
 297      Disposition = SEND_IT_FLYING
 298      DispositionIntensity = 1
 299    End
 300    CreateDebris
 301      ModelNames = CVTanker_d29
 302      Offset = x:  35.111  y:  .128  z:  13.615
 303      Mass = 5
 304      Disposition = SEND_IT_FLYING
 305      DispositionIntensity = 1
 306    End
 307    CreateDebris
 308      ModelNames = CVTanker_d30
 309      Offset = x:  28.222  y:  .128  z:  13.615
 310      Mass = 5
 311      Disposition = SEND_IT_FLYING
 312      DispositionIntensity = 1
 313    End
 314    CreateDebris
 315      ModelNames = CVTanker_d31
 316      Offset = x:  21.665  y:  .128  z:  13.615
 317      Mass = 5
 318      Disposition = SEND_IT_FLYING
 319      DispositionIntensity = 1
 320    End
 321    CreateDebris
 322      ModelNames = CVTanker_d32
 323      Offset = x:  14.347  y:  .128  z:  13.615
 324      Mass = 5
 325      Disposition = SEND_IT_FLYING
 326      DispositionIntensity = 1
 327    End
 328    CreateDebris
 329      ModelNames = CVTanker_d33
 330      Offset = x:   7.173   y:  .128  z:  13.615
 331      Mass = 5
 332      Disposition = SEND_IT_FLYING
 333      DispositionIntensity = 1
 334    End
 335    CreateDebris
 336      ModelNames = CVTanker_d34
 337      Offset = x:  -.105  y:  .128  z:  13.615
 338      Mass = 5
 339      Disposition = SEND_IT_FLYING
 340      DispositionIntensity = 1
 341    End
 342  End
 343  
 344  ; ----------------------------------------------
 345  ObjectCreationList OCL_BigRigExplode
 346    CreateDebris
 347      ModelNames = CVBigRig_d01
 348      Offset = X:-12.5 Y:-2 Z:8
 349      Mass = 5
 350      Disposition = SEND_IT_FLYING
 351      DispositionIntensity = 1
 352    End
 353    CreateDebris
 354      ModelNames = CVBigRig_d02
 355      Offset = X:-12.5 Y:3 Z:8
 356      Mass = 5
 357      Disposition = SEND_IT_FLYING
 358      DispositionIntensity = 1
 359    End
 360    CreateDebris
 361      ModelNames = CVBigRig_d03
 362      Offset = X:-17 Y:2.5 Z:7
 363      Mass = 5
 364      Disposition = SEND_IT_FLYING
 365      DispositionIntensity = 1
 366    End
 367    CreateDebris
 368      ModelNames = CVBigRig_d04
 369      Offset = X:-20 Y:-1.5 Z:5
 370      Mass = 5
 371      Disposition = SEND_IT_FLYING
 372      DispositionIntensity = 1
 373    End
 374    CreateDebris
 375      ModelNames = CVBigRig_d05
 376      Offset = X:-17 Y:-2.75 Z:7
 377      Mass = 5
 378      Disposition = SEND_IT_FLYING
 379      DispositionIntensity = 1
 380    End
 381    CreateDebris
 382      ModelNames = CVBigRig_d06
 383      Offset = X:-20.5 Y:2 Z:5.5
 384      Mass = 5
 385      Disposition = SEND_IT_FLYING
 386      DispositionIntensity = 1
 387    End
 388    CreateDebris
 389      ModelNames = CVBigRig_d07
 390      Offset = X:-18 Y:-4 Z:4
 391      Mass = 5
 392      Disposition = SEND_IT_FLYING
 393      DispositionIntensity = 1
 394    End
 395    CreateDebris
 396      ModelNames = CVBigRig_d08
 397      Offset = X:-18 Y:4 Z:4
 398      Mass = 5
 399      Disposition = SEND_IT_FLYING
 400      DispositionIntensity = 1
 401    End
 402    CreateDebris
 403      ModelNames = CVBigRig_d09
 404      Offset = X:-10 Y:4 Z:3
 405      Mass = 5
 406      Disposition = SEND_IT_FLYING
 407      DispositionIntensity = 1
 408    End
 409    CreateDebris
 410      ModelNames = CVBigRig_d10
 411      Offset = X:-10 Y:-4 Z:3
 412      Mass = 5
 413      Disposition = SEND_IT_FLYING
 414      DispositionIntensity = 1
 415    End
 416    CreateDebris
 417      ModelNames = CVBigRig_d11
 418      Offset = X:-3 Y:-4 Z:2
 419      Mass = 3
 420      Disposition = SEND_IT_FLYING
 421      DispositionIntensity = 1
 422    End
 423    CreateDebris
 424      ModelNames = CVBigRig_d12
 425      Offset = X:-3 Y:4 Z:2
 426      Mass = 3
 427      Disposition = SEND_IT_FLYING
 428      DispositionIntensity = 1
 429    End
 430    CreateDebris
 431      ModelNames = CVBigRig_d13
 432      Offset = X:3 Y:4 Z:2
 433      Mass = 3
 434      Disposition = SEND_IT_FLYING
 435      DispositionIntensity = 1
 436    End
 437    CreateDebris
 438      ModelNames = CVBigRig_d14
 439      Offset = X:3 Y:-4 Z:2
 440      Mass = 3
 441      Disposition = SEND_IT_FLYING
 442      DispositionIntensity = 1
 443    End
 444    CreateDebris
 445      ModelNames = CVBigRig_d15
 446      Offset = X:-8 Y:0 Z:3.5
 447      Mass = 3
 448      Disposition = SEND_IT_FLYING
 449      DispositionIntensity = 1
 450    End
 451    CreateDebris
 452      ModelNames = CVBigRig_d16
 453      Offset = X:-17.5 Y:4.5 Z:2
 454      Mass = 3
 455      Disposition = SEND_IT_FLYING
 456      DispositionIntensity = 1
 457    End
 458    CreateDebris
 459      ModelNames = CVBigRig_d17
 460      Offset = X:-17.5 Y:-4.5 Z:2
 461      Mass = 3
 462      Disposition = SEND_IT_FLYING
 463      DispositionIntensity = 1
 464    End
 465    CreateDebris
 466      ModelNames = CVBigRig_d18
 467      Offset = X:-9 Y:4.5 Z:13.5
 468      Mass = 3
 469      Disposition = SEND_IT_FLYING
 470      DispositionIntensity = 1
 471    End
 472    CreateDebris
 473      ModelNames = CVBigRig_d19
 474      Offset = X:-9 Y:4.5 Z:8
 475      Mass = 3
 476      Disposition = SEND_IT_FLYING
 477      DispositionIntensity = 1
 478    End
 479    CreateDebris
 480      ModelNames = CVBigRig_d03
 481      Offset = X:-1 Y:0 Z:3.5
 482      Mass = 3
 483      Disposition = SEND_IT_FLYING
 484      DispositionIntensity = 1
 485    End
 486    CreateDebris
 487      ModelNames = CVBigRig_d04
 488      Offset = X:36 Y:3 Z:8
 489      Mass = 5
 490      Disposition = SEND_IT_FLYING
 491      DispositionIntensity = 1
 492    End
 493    CreateDebris
 494      ModelNames = CVBigRig_d05
 495      Offset = X:35 Y:3 Z:13
 496      Mass = 5
 497      Disposition = SEND_IT_FLYING
 498      DispositionIntensity = 1
 499    End
 500    CreateDebris
 501      ModelNames = CVBigRig_d06
 502      Offset = X:35 Y:-3 Z:13
 503      Mass = 5
 504      Disposition = SEND_IT_FLYING
 505      DispositionIntensity = 1
 506    End
 507    CreateDebris
 508      ModelNames = CVBigRig_d03
 509      Offset = X:36 Y:-3 Z:8
 510      Mass = 5
 511      Disposition = SEND_IT_FLYING
 512      DispositionIntensity = 1
 513    End
 514    CreateDebris
 515      ModelNames = CVBigRig_d04
 516      Offset = X:19 Y:3.5 Z:13.5
 517      Mass = 5
 518      Disposition = SEND_IT_FLYING
 519      DispositionIntensity = 1
 520    End
 521    CreateDebris
 522      ModelNames = CVBigRig_d05
 523      Offset = X:19 Y:-3.5 Z:13
 524      Mass = 5
 525      Disposition = SEND_IT_FLYING
 526      DispositionIntensity = 1
 527    End
 528    CreateDebris
 529      ModelNames = CVBigRig_d27
 530      Offset = X:18.5 Y:-4 Z:7
 531      Mass = 5
 532      Disposition = SEND_IT_FLYING
 533      DispositionIntensity = 1
 534    End
 535    CreateDebris
 536      ModelNames = CVBigRig_d28
 537      Offset = X:34 Y:0 Z:3.5
 538      Mass = 5
 539      Disposition = SEND_IT_FLYING
 540      DispositionIntensity = 1
 541    End
 542    CreateDebris
 543      ModelNames = CVBigRig_d03
 544      Offset = X:4 Y:-3.5 Z:13
 545      Mass = 5
 546      Disposition = SEND_IT_FLYING
 547      DispositionIntensity = 1
 548    End
 549    CreateDebris
 550      ModelNames = CVBigRig_d04
 551      Offset = X:4 Y:3 Z:13
 552      Mass = 5
 553      Disposition = SEND_IT_FLYING
 554      DispositionIntensity = 1
 555    End
 556    CreateDebris
 557      ModelNames = CVBigRig_d05
 558      Offset = X:2 Y:3 Z:8
 559      Mass = 5
 560      Disposition = SEND_IT_FLYING
 561      DispositionIntensity = 1
 562    End
 563    CreateDebris
 564      ModelNames = CVBigRig_d06
 565      Offset = X:2 Y:-3 Z:8
 566      Mass = 5
 567      Disposition = SEND_IT_FLYING
 568      DispositionIntensity = 1
 569    End
 570    CreateDebris
 571      ModelNames = CVBigRig_d33
 572      Offset = X:31.5 Y:4 Z:2
 573      Mass = 5
 574      Disposition = SEND_IT_FLYING
 575      DispositionIntensity = 1
 576    End
 577    CreateDebris
 578      ModelNames = CVBigRig_d34
 579      Offset = X:31.5 Y:-4 Z:2
 580      Mass = 5
 581      Disposition = SEND_IT_FLYING
 582      DispositionIntensity = 1
 583    End
 584    CreateDebris
 585      ModelNames = CVBigRig_d35
 586      Offset = X:37 Y:4 Z:2
 587      Mass = 5
 588      Disposition = SEND_IT_FLYING
 589      DispositionIntensity = 1
 590    End
 591    CreateDebris
 592      ModelNames = CVBigRig_d36
 593      Offset = X:37 Y:-4 Z:2
 594      Mass = 5
 595      Disposition = SEND_IT_FLYING
 596      DispositionIntensity = 1
 597    End
 598    CreateDebris
 599      ModelNames = CVBigRig_d37
 600      Offset = X:43 Y:0 Z:3
 601      Mass = 5
 602      Disposition = SEND_IT_FLYING
 603      DispositionIntensity = 1
 604    End
 605    CreateDebris
 606      ModelNames = CVBigRig_d38
 607      Offset = X:19 Y:3 Z:8
 608      Mass = 5
 609      Disposition = SEND_IT_FLYING
 610      DispositionIntensity = 1
 611    End
 612  End
 613  
 614  ; ----------------------------------------------
 615  ObjectCreationList OCL_PoliceCarExplode
 616    CreateDebris
 617      ModelNames = CVPoliceCar_X01
 618      Offset = X:6.7 Y:2.098 Z:2.972
 619      Mass = 5
 620      Count = 1
 621      Disposition = SEND_IT_FLYING
 622      DispositionIntensity = 0.83333333333
 623    End
 624    CreateDebris
 625      ModelNames = CVPoliceCar_X02
 626      Offset = X:6.824 Y:-0.988 Z:2.972
 627      Mass = 5
 628      Count = 1
 629      Disposition = SEND_IT_FLYING
 630      DispositionIntensity = 0.83333333333
 631    End
 632    CreateDebris
 633      ModelNames = CVPoliceCar_X03
 634      Offset = X:-7.314 Y:-1.325 Z:4.546
 635      Mass = 5
 636      Count = 1
 637      Disposition = SEND_IT_FLYING
 638      DispositionIntensity = 0.83333333333
 639    End
 640    CreateDebris
 641      ModelNames = CVPoliceCar_X04
 642      Offset = X:5.804 Y:-3.499 Z:1.245
 643      Mass = 5
 644      Count = 1
 645      Disposition = SEND_IT_FLYING
 646      DispositionIntensity = 0.83333333333
 647    End
 648    CreateDebris
 649      ModelNames = CVPoliceCar_X05
 650      Offset = X:5.815 Y:3.508 Z:1.245
 651      Mass = 5
 652      Count = 1
 653      Disposition = SEND_IT_FLYING
 654      DispositionIntensity = 0.83333333333
 655    End
 656    CreateDebris
 657      ModelNames = CVPoliceCar_X06
 658      Offset = X:-7.615 Y:-3.508 Z:1.245
 659      Mass = 5
 660      Count = 1
 661      Disposition = SEND_IT_FLYING
 662      DispositionIntensity = 0.83333333333
 663    End
 664    CreateDebris
 665      ModelNames = CVPoliceCar_X07
 666      Offset = X:-8.281 Y:1.964 Z:3.926
 667      Mass = 5
 668      Count = 1
 669      Disposition = SEND_IT_FLYING
 670      DispositionIntensity = 0.83333333333
 671    End
 672    CreateDebris
 673      ModelNames = CVPoliceCar_X08
 674      Offset = X:-7.615 Y:3.508 Z:1.245
 675      Mass = 5
 676      Count = 1
 677      Disposition = SEND_IT_FLYING
 678      DispositionIntensity = 0.83333333333
 679    End
 680    CreateDebris
 681      ModelNames = CVPoliceCar_X09
 682      Offset = X:-2.032 Y:3.638 Z:3.925
 683      Mass = 5
 684      Count = 1
 685      Disposition = SEND_IT_FLYING
 686      DispositionIntensity = 0.83333333333
 687    End
 688    CreateDebris
 689      ModelNames = CVPoliceCar_X10
 690      Offset = X:0.776 Y:-0.960 Z:5.601
 691      Mass = 5
 692      Count = 1
 693      Disposition = SEND_IT_FLYING
 694      DispositionIntensity = 0.83333333333
 695    End
 696    CreateDebris
 697      ModelNames = CVPoliceCar_X11
 698      Offset = X:-0.897 Y:-3.735 Z:2.994
 699      Mass = 5
 700      Count = 1
 701      Disposition = SEND_IT_FLYING
 702      DispositionIntensity = 0.83333333333
 703    End
 704    CreateDebris
 705      ModelNames = CVPoliceCar_X12
 706      Offset = X:-1.164 Y:-1.128 Z:7.401
 707      Mass = 5
 708      Count = 1
 709      Disposition = SEND_IT_FLYING
 710      DispositionIntensity = 0.83333333333
 711    End
 712    CreateDebris
 713      ModelNames = CVPoliceCar_X13
 714      Offset = X:-1.164 Y:-1.498 Z:7.401
 715      Mass = 5
 716      Count = 1
 717      Disposition = SEND_IT_FLYING
 718      DispositionIntensity = 0.83333333333
 719    End
 720    CreateDebris
 721      ModelNames = CVPoliceCar_X14
 722      Offset = X:-3.074 Y:-0.303 Z:6.468
 723      Mass = 5
 724      Count = 1
 725      Disposition = SEND_IT_FLYING
 726      DispositionIntensity = 0.83333333333
 727    End
 728    CreateDebris
 729      ModelNames = CVPoliceCar_X15
 730      Offset = X:2.602 Y:3.652 Z:3.923
 731      Mass = 5
 732      Count = 1
 733      Disposition = SEND_IT_FLYING
 734      DispositionIntensity = 0.83333333333
 735    End
 736    CreateDebris
 737      ModelNames = CVPoliceCar_X16
 738      Offset = X:-9.828 Y:-1.889 Z:2.636
 739      Mass = 5
 740      Count = 1
 741      Disposition = SEND_IT_FLYING
 742      DispositionIntensity = 0.83333333333
 743    End
 744  End
 745  
 746  ; ---------------------------------------------------------------------------------------
 747  ; The crushed hulk of the Crusader tank
 748  ObjectCreationList OCL_CrusaderTank_CrushEffect
 749    CreateObject
 750      ObjectNames = DeadCrusaderHulk
 751      Offset = X:0 Y:0 Z:0
 752      Count = 1
 753      Disposition = SEND_IT_FLYING
 754      DispositionIntensity = 0.1
 755    End
 756  End
 757  
 758  ; ---------------------------------------------------------------------------------------
 759  ; The crushed hulk of the Technical Jeep
 760  ObjectCreationList OCL_TechnicalJeep_CrushEffect
 761    CreateObject
 762      ObjectNames = DeadTechnicalJeepHulk
 763      Offset = X:0 Y:0 Z:0
 764      Count = 1
 765      Disposition = SEND_IT_FLYING
 766      DispositionIntensity = 0.1
 767    End
 768  End
 769  
 770  ; ---------------------------------------------------------------------------------------
 771  ; The crushed hulk of the Technical Van
 772  ObjectCreationList OCL_TechnicalVan_CrushEffect
 773    CreateObject
 774      ObjectNames = DeadTechnicalVanHulk
 775      Offset = X:0 Y:0 Z:0
 776      Count = 1
 777      Disposition = SEND_IT_FLYING
 778      DispositionIntensity = 0.1
 779    End
 780  End
 781  
 782  ; ---------------------------------------------------------------------------------------
 783  ; The crushed hulk of the Technical Truck
 784  ObjectCreationList OCL_TechnicalTruck_CrushEffect
 785    CreateObject
 786      ObjectNames = DeadTechnicalTruckHulk
 787      Offset = X:0 Y:0 Z:0
 788      Count = 1
 789      Disposition = SEND_IT_FLYING
 790      DispositionIntensity = 0.1
 791    End
 792  End
 793  
 794  ; ---------------------------------------------------------------------------------------
 795  ; The crushed hulk of the Technical Truck
 796  ObjectCreationList OCL_RocketBuggy_CrushEffect
 797    CreateObject
 798      ObjectNames = DeadRocketBuggyHulk
 799      Offset = X:0 Y:0 Z:0
 800      Count = 1
 801      Disposition = SEND_IT_FLYING
 802      DispositionIntensity = 0.1
 803    End
 804  End
 805  
 806  ; ---------------------------------------------------------------------------------------
 807  ObjectCreationList OCL_SCUDLauncherDeathEffect
 808    CreateObject
 809      ObjectNames = DeadSCUDLauncherHulk
 810      Offset = X:0 Y:0 Z:0
 811      Count = 1
 812      Disposition = SEND_IT_FLYING
 813      DispositionIntensity = 0.1
 814    End
 815    CreateDebris
 816      ModelNames = UVScudLchr_d2
 817      Offset = X:17.58 Y:1.971 Z:10.282
 818      Mass = 5.0
 819      Count = 1
 820      Disposition = SEND_IT_FLYING
 821      DispositionIntensity = 2.5
 822    End
 823    CreateDebris
 824      ModelNames = UVScudLchr_d3
 825      Offset = X:8.581 Y:1.943 Z:9.081
 826      Mass = 5.0
 827      Count = 1
 828      Disposition = SEND_IT_FLYING
 829      DispositionIntensity = 2.5
 830      BounceSound = VehicleDebris
 831    End
 832    CreateDebris
 833      ModelNames = UVScudLchr_d4
 834      Offset = X:-9.828 Y:-1.889 Z:2.636
 835      Mass = 5
 836      Count = 1
 837      Disposition = SEND_IT_FLYING
 838      DispositionIntensity = 0.83333333333
 839    End
 840  End
 841  
 842  ; ---------------------------------------------------------------------------------------
 843  ; The crushed hulk of the Crusader tank
 844  ObjectCreationList OCL_ChinaSupplyTruck_CrushEffect
 845    CreateObject
 846      ObjectNames = DeadChinaSupplyTruckHulk
 847      Offset = X:0 Y:0 Z:0
 848      Count = 1
 849      Disposition = SEND_IT_FLYING
 850      DispositionIntensity = 0.1
 851    End
 852  End
 853  
 854  ; ---------------------------------------------------------------------------------------
 855  ObjectCreationList OCL_ChinaSupplyTruckDeathEffect
 856    CreateObject
 857      ObjectNames = DeadChinaSupplyTruckHulk
 858      Offset = X:0 Y:0 Z:0
 859      Count = 1
 860      Disposition = SEND_IT_FLYING
 861      DispositionIntensity = 0.1
 862    End
 863    CreateDebris
 864      ModelNames = NVSSupplyTk_d2
 865      Offset = X:-6.544 Y:7.281 Z:11.163
 866      Mass = 5.0
 867      Count = 1
 868      Disposition = SEND_IT_FLYING
 869      DispositionIntensity = 2.5
 870    End
 871    CreateDebris
 872      ModelNames = NVSSupplyTk_d3
 873      Offset = X:-6.283 Y:5.099 Z:2.645
 874      Mass = 5.0
 875      Count = 1
 876      Disposition = SEND_IT_FLYING
 877      DispositionIntensity = 2.5
 878    End
 879    CreateDebris
 880      ModelNames = NVSSupplyTk_d4
 881      Offset = X:-1.235 Y:-4.169 Z:10.355
 882      Mass = 5.0
 883      Count = 1
 884      Disposition = SEND_IT_FLYING
 885      DispositionIntensity = 2.5
 886    End
 887    CreateDebris
 888      ModelNames = NVSSupplyTk_d5
 889      Offset = X:5.819 Y:5.481 Z:10.425
 890      Mass = 5.0
 891      Count = 1
 892      Disposition = SEND_IT_FLYING
 893      DispositionIntensity = 2.5
 894    End
 895  End
 896  
 897  ; -------------------------------------------------------------
 898  ObjectCreationList OCL_InfernoCannonDeathEffect
 899    CreateObject
 900      ObjectNames = InfernoCannonHulk
 901      Offset = X:0 Y:0 Z:0
 902      Count = 1
 903      Disposition = SEND_IT_FLYING
 904      DispositionIntensity = 0.1
 905    End
 906    CreateDebris
 907      ModelNames = NVInferno_d2
 908      Offset = X:-7.44 Y:0.0 Z:12.79
 909      Mass = 5.0
 910      Count = 1
 911      Disposition = SEND_IT_FLYING
 912      DispositionIntensity = 2.5
 913      BounceSound = DebrisBigMetal
 914    End
 915    CreateDebris
 916      ModelNames = NVInferno_d3
 917      Offset = X:-17.06 Y:-5.874 Z:12.5
 918      Mass = 5.0
 919      Count = 1
 920      Disposition = SEND_IT_FLYING
 921      DispositionIntensity = 2.5
 922      BounceSound = DebrisBigMetal
 923    End
 924  End
 925  
 926  ; ---------------------------------------------------------------------------------------
 927  ObjectCreationList OCL_ToxinTractorDeathEffect
 928    CreateObject
 929      ObjectNames = DeadToxinTractorHulk
 930      Offset = X:0 Y:0 Z:0
 931      Count = 1
 932      Disposition = SEND_IT_FLYING
 933      DispositionIntensity = 0.1
 934    End
 935    CreateDebris
 936      ModelNames = UVToxinTrk_d2
 937      Offset = X:-4.96 Y:0.0 Z:16.449
 938      Mass = 5.0
 939      Count = 1
 940      Disposition = SEND_IT_FLYING
 941      DispositionIntensity = 2.5
 942    End
 943    CreateDebris
 944      ModelNames = UVToxinTrk_d3
 945      Offset = X:8.748 Y:5.123 Z:2.563
 946      Mass = 5.0
 947      Count = 1
 948      Disposition = SEND_IT_FLYING
 949      DispositionIntensity = 2.5
 950      BounceSound = VehicleDebris
 951    End
 952    CreateDebris
 953      ModelNames = UVToxinTrk_d3
 954      Offset = X:8.748 Y:-5.123 Z:2.563
 955      Mass = 5.0
 956      Count = 1
 957      Disposition = SEND_IT_FLYING
 958      DispositionIntensity = 2.5
 959      BounceSound = VehicleDebris
 960    End
 961    CreateDebris
 962      ModelNames = UVToxinTrk_d4
 963      Offset = X:-8.734 Y:7.505 Z:5.078
 964      Mass = 5
 965      Count = 1
 966      Disposition = SEND_IT_FLYING
 967      DispositionIntensity = 0.83333333333
 968    End
 969    CreateDebris
 970      ModelNames = UVToxinTrk_d4
 971      Offset = X:-8.734 Y:-7.505 Z:5.078
 972      Mass = 5
 973      Count = 1
 974      Disposition = SEND_IT_FLYING
 975      DispositionIntensity = 0.83333333333
 976    End
 977    CreateDebris
 978      ModelNames = UVToxinTrk_d5
 979      Offset = X:1.886 Y:4.701 Z:6.593
 980      Mass = 5
 981      Count = 1
 982      Disposition = SEND_IT_FLYING
 983      DispositionIntensity = 0.83333333333
 984    End
 985    CreateDebris
 986      ModelNames = UVToxinTrk_d5
 987      Offset = X:1.886 Y:-4.701 Z:6.593
 988      Mass = 5
 989      Count = 1
 990      Disposition = SEND_IT_FLYING
 991      DispositionIntensity = 0.83333333333
 992    End
 993  End
 994  ; ---------------------------------------------------------------------------------------
 995  ObjectCreationList OCL_GLAPOWTruckDeathEffect
 996    CreateObject
 997      ObjectNames = DeadGLAPOWTruckHulk
 998      Offset = X:0 Y:0 Z:0
 999      Count = 1
1000      Disposition = SEND_IT_FLYING
1001      DispositionIntensity = 0.1
1002    End
1003    CreateDebris
1004      ModelNames = UVPOWTruck_d2
1005      Offset = X:4.807 Y:0.0 Z:12.799
1006      Mass = 5.0
1007      Count = 1
1008      Disposition = SEND_IT_FLYING
1009      DispositionIntensity = 2.5
1010    End
1011    CreateDebris
1012      ModelNames = UVPOWTruck_d3
1013      Offset = X:11.005 Y:6.75 Z:2.645
1014      Mass = 5.0
1015      Count = 1
1016      Disposition = SEND_IT_FLYING
1017      DispositionIntensity = 2.5
1018      BounceSound = VehicleDebris
1019    End
1020    CreateDebris
1021      ModelNames = UVPOWTruck_d3
1022      Offset = X:11.005 Y:-6.75 Z:2.645
1023      Mass = 5.0
1024      Count = 1
1025      Disposition = SEND_IT_FLYING
1026      DispositionIntensity = 2.5
1027      BounceSound = VehicleDebris
1028    End
1029    CreateDebris
1030      ModelNames = UVPOWTruck_d3
1031      Offset = X:-7.348 Y:6.75 Z:2.645
1032      Mass = 5.0
1033      Count = 1
1034      Disposition = SEND_IT_FLYING
1035      DispositionIntensity = 2.5
1036      BounceSound = VehicleDebris
1037    End
1038    CreateDebris
1039      ModelNames = UVPOWTruck_d3
1040      Offset = X:-7.348 Y:-6.75 Z:2.645
1041      Mass = 5.0
1042      Count = 1
1043      Disposition = SEND_IT_FLYING
1044      DispositionIntensity = 2.5
1045      BounceSound = VehicleDebris
1046    End
1047    CreateDebris
1048      ModelNames = UVPOWTruck_d3
1049      Offset = X:13.758 Y:6.75 Z:2.645
1050      Mass = 5.0
1051      Count = 1
1052      Disposition = SEND_IT_FLYING
1053      DispositionIntensity = 2.5
1054      BounceSound = VehicleDebris
1055    End
1056    CreateDebris
1057      ModelNames = UVPOWTruck_d3
1058      Offset = X:-13.758 Y:-6.75 Z:2.645
1059      Mass = 5.0
1060      Count = 1
1061      Disposition = SEND_IT_FLYING
1062      DispositionIntensity = 2.5
1063      BounceSound = VehicleDebris
1064    End
1065  End
1066  
1067  ; ---------------------------------------------------------------------------------------
1068  ObjectCreationList OCL_ChinaPOWTruckDeathEffect
1069    CreateObject
1070      ObjectNames = DeadChinaPOWTruckHulk
1071      Offset = X:0 Y:0 Z:0
1072      Count = 1
1073      Disposition = SEND_IT_FLYING
1074      DispositionIntensity = 0.1
1075    End
1076    CreateDebris
1077      ModelNames = NVPOWTrck_d2
1078      Offset = X:10.298 Y:0.002 Z:13.928
1079      Mass = 5.0
1080      Count = 1
1081      Disposition = SEND_IT_FLYING
1082      DispositionIntensity = 2.5
1083    End
1084    CreateDebris
1085      ModelNames = NVPOWTrck_d3
1086      Offset = X:-11.159 Y:5.155 Z:2.16
1087      Mass = 5.0
1088      Count = 1
1089      Disposition = SEND_IT_FLYING
1090      DispositionIntensity = 2.5
1091      BounceSound = VehicleDebris
1092    End
1093    CreateDebris
1094      ModelNames = NVPOWTrck_d4
1095      Offset = X:11.51 Y:-5.176 Z:2.16
1096      Mass = 5.0
1097      Count = 1
1098      Disposition = SEND_IT_FLYING
1099      DispositionIntensity = 2.5
1100      BounceSound = VehicleDebris
1101    End
1102    CreateDebris
1103      ModelNames = NVPOWTrck_d5
1104      Offset = X:-11.159 Y:-5.155 Z:2.16
1105      Mass = 5.0
1106      Count = 1
1107      Disposition = SEND_IT_FLYING
1108      DispositionIntensity = 2.5
1109      BounceSound = VehicleDebris
1110    End
1111  End
1112  
1113  ;---------------------------------------------------------------------------------------
1114  ObjectCreationList OCL_BombTruckDeathEffect
1115    CreateObject
1116      ObjectNames = DeadBombTruckHulk
1117      Offset = X:0 Y:0 Z:0
1118      Count = 1
1119      Disposition = SEND_IT_FLYING
1120      DispositionIntensity = 0.1
1121    End
1122    CreateDebris
1123      ModelNames = UVBmbTruk_d2
1124      Offset = X:-7.248 Y:6.75 Z:2.645
1125      Mass = 5.0
1126      Count = 1
1127      Disposition = SEND_IT_FLYING
1128      DispositionIntensity = 2.5
1129    End
1130    CreateDebris
1131      ModelNames = UVBmbTruk_d2
1132      Offset = X:-7.248 Y:-6.75 Z:2.645
1133      Mass = 5.0
1134      Count = 1
1135      Disposition = SEND_IT_FLYING
1136      DispositionIntensity = 2.5
1137    End
1138    CreateDebris
1139      ModelNames = UVBmbTruk_d2
1140      Offset = X:-13.758 Y:6.75 Z:2.645
1141      Mass = 5.0
1142      Count = 1
1143      Disposition = SEND_IT_FLYING
1144      DispositionIntensity = 2.5
1145    End
1146    CreateDebris
1147      ModelNames = UVBmbTruk_d2
1148      Offset = X:-13.758 Y:-6.75 Z:2.645
1149      Mass = 5.0
1150      Count = 1
1151      Disposition = SEND_IT_FLYING
1152      DispositionIntensity = 2.5
1153     End
1154    CreateDebris
1155      ModelNames = UVBmbTruk_d3
1156      Offset = X:19.09 Y:0.0 Z:3.863
1157      Mass = 5.0
1158      Count = 1
1159      Disposition = SEND_IT_FLYING
1160      DispositionIntensity = 2.5
1161       BounceSound = VehicleDebris
1162    End
1163    CreateDebris
1164      ModelNames = UVBmbTruk_d4
1165      Offset = X:-18.792 Y:0.0 Z:3.863
1166      Mass = 5
1167      Count = 1
1168      Disposition = SEND_IT_FLYING
1169      DispositionIntensity = 0.83333333333
1170    End
1171  End
1172  
1173  ;---------------------------------------------------------------------------------------
1174  ObjectCreationList OCL_GenericTankDeathEffect
1175    CreateObject
1176      ObjectNames = DeadCrusaderHulk
1177      Offset = X:0 Y:0 Z:0
1178      Count = 1
1179      Disposition = SEND_IT_FLYING
1180      DispositionIntensity = 0.1
1181    End
1182    CreateDebris
1183      ModelNames = GXMammoth_D01
1184      Offset = X:17.58 Y:1.971 Z:10.282
1185      Mass = 5.0
1186      Count = 1
1187      Disposition = SEND_IT_FLYING
1188      DispositionIntensity = 2.5
1189    End
1190    CreateDebris
1191      ModelNames = GXMammoth_D02
1192      Offset = X:8.581 Y:1.943 Z:9.081
1193      Mass = 5.0
1194      Count = 1
1195      Disposition = SEND_IT_FLYING
1196      DispositionIntensity = 2.5
1197      BounceSound = VehicleDebris
1198    End
1199    CreateDebris
1200      ModelNames = GXMammoth_D03
1201      Offset = X:19.641 Y:2.261 Z:10.569
1202      Mass = 5.0
1203      Count = 1
1204      Disposition = SEND_IT_FLYING
1205      DispositionIntensity = 2.5
1206    End
1207    CreateDebris
1208      ModelNames = GXMammoth_D04
1209      Offset = X:13.587 Y:-2.29 Z:9.715
1210      Mass = 5.0
1211      Count = 1
1212      Disposition = SEND_IT_FLYING
1213      DispositionIntensity = 2.5
1214      BounceSound = VehicleDebris
1215    End
1216    CreateDebris
1217      ModelNames = GXMammoth_D05
1218      Offset = X:6.764 Y:-2.233 Z:8.873
1219      Mass = 7.0
1220      Count = 1
1221      Disposition = SEND_IT_FLYING
1222      DispositionIntensity = 2.4
1223    End
1224    CreateDebris
1225      ModelNames = GXMammoth_D06
1226      Offset = X:2.755 Y:-0.99 Z:8.462
1227      Mass = 7.0
1228      Count = 1
1229      Disposition = SEND_IT_FLYING
1230      DispositionIntensity = 2.3
1231      BounceSound = VehicleDebris
1232    End
1233    CreateDebris
1234      ModelNames = GXMammoth_D07
1235      Offset = X:-1.818 Y:-3.702 Z:8.837
1236      Mass = 7.0
1237      Count = 1
1238      Disposition = SEND_IT_FLYING
1239      DispositionIntensity = 2.3
1240    End
1241    CreateDebris
1242      ModelNames = GXMammoth_D08
1243      Offset = X:-2.867 Y:-3.701 Z:8.741
1244      Mass = 7.0
1245      Count = 1
1246      Disposition = SEND_IT_FLYING
1247      DispositionIntensity = 2.3
1248      BounceSound = VehicleDebris
1249    End
1250    CreateDebris
1251      ModelNames = GXMammoth_D09
1252      Offset = X:-3.894 Y:0.942 Z:8.463
1253      Mass = 5.0
1254      Count = 1
1255      Disposition = SEND_IT_FLYING
1256      DispositionIntensity = 2.3
1257    End
1258    CreateDebris
1259      ModelNames = GXMammoth_D10
1260      Offset = X:2.963 Y:2.839 Z:8.454
1261      Mass = 5.0
1262      Count = 1
1263      Disposition = SEND_IT_FLYING
1264      DispositionIntensity = 2.3
1265      BounceSound = VehicleDebris
1266    End
1267    CreateDebris
1268      ModelNames = GXMammoth_D11
1269      Offset = X:-4.679 Y:2.206 Z:9.613
1270      Mass = 5.0
1271      Count = 1
1272      Disposition = SEND_IT_FLYING
1273      DispositionIntensity = 2.5
1274    End
1275    CreateDebris
1276      ModelNames = GXMammoth_D12
1277      Offset = X:-3.606 Y:-3.174 Z:10.986
1278      Mass = 5.0
1279      Count = 1
1280      Disposition = SEND_IT_FLYING
1281      DispositionIntensity = 2.5
1282      BounceSound = VehicleDebris
1283    End
1284  End
1285  
1286  ;---------------------------------------------------------------------------------------
1287  ObjectCreationList OCL_LaserTankDeathEffect
1288    CreateObject
1289      ObjectNames = DeadLaserTankHulk
1290      Offset = X:0 Y:0 Z:0
1291      Count = 1
1292      Disposition = SEND_IT_FLYING
1293      DispositionIntensity = 0.1
1294    End
1295    CreateDebris
1296      ModelNames = GXMammoth_D01
1297      Offset = X:17.58 Y:1.971 Z:10.282
1298      Mass = 5.0
1299      Count = 1
1300      Disposition = SEND_IT_FLYING
1301      DispositionIntensity = 2.5
1302    End
1303    CreateDebris
1304      ModelNames = GXMammoth_D02
1305      Offset = X:8.581 Y:1.943 Z:9.081
1306      Mass = 5.0
1307      Count = 1
1308      Disposition = SEND_IT_FLYING
1309      DispositionIntensity = 2.5
1310      BounceSound = VehicleDebris
1311    End
1312    CreateDebris
1313      ModelNames = GXMammoth_D03
1314      Offset = X:19.641 Y:2.261 Z:10.569
1315      Mass = 5.0
1316      Count = 1
1317      Disposition = SEND_IT_FLYING
1318      DispositionIntensity = 2.5
1319    End
1320    CreateDebris
1321      ModelNames = GXMammoth_D04
1322      Offset = X:13.587 Y:-2.29 Z:9.715
1323      Mass = 5.0
1324      Count = 1
1325      Disposition = SEND_IT_FLYING
1326      DispositionIntensity = 2.5
1327      BounceSound = VehicleDebris
1328    End
1329    CreateDebris
1330      ModelNames = GXMammoth_D05
1331      Offset = X:6.764 Y:-2.233 Z:8.873
1332      Mass = 7.0
1333      Count = 1
1334      Disposition = SEND_IT_FLYING
1335      DispositionIntensity = 2.4
1336    End
1337    CreateDebris
1338      ModelNames = GXMammoth_D06
1339      Offset = X:2.755 Y:-0.99 Z:8.462
1340      Mass = 7.0
1341      Count = 1
1342      Disposition = SEND_IT_FLYING
1343      DispositionIntensity = 2.3
1344      BounceSound = VehicleDebris
1345    End
1346    CreateDebris
1347      ModelNames = GXMammoth_D07
1348      Offset = X:-1.818 Y:-3.702 Z:8.837
1349      Mass = 7.0
1350      Count = 1
1351      Disposition = SEND_IT_FLYING
1352      DispositionIntensity = 2.3
1353    End
1354    CreateDebris
1355      ModelNames = GXMammoth_D08
1356      Offset = X:-2.867 Y:-3.701 Z:8.741
1357      Mass = 7.0
1358      Count = 1
1359      Disposition = SEND_IT_FLYING
1360      DispositionIntensity = 2.3
1361      BounceSound = VehicleDebris
1362    End
1363    CreateDebris
1364      ModelNames = GXMammoth_D09
1365      Offset = X:-3.894 Y:0.942 Z:8.463
1366      Mass = 5.0
1367      Count = 1
1368      Disposition = SEND_IT_FLYING
1369      DispositionIntensity = 2.3
1370    End
1371    CreateDebris
1372      ModelNames = GXMammoth_D10
1373      Offset = X:2.963 Y:2.839 Z:8.454
1374      Mass = 5.0
1375      Count = 1
1376      Disposition = SEND_IT_FLYING
1377      DispositionIntensity = 2.3
1378      BounceSound = VehicleDebris
1379    End
1380    CreateDebris
1381      ModelNames = GXMammoth_D11
1382      Offset = X:-4.679 Y:2.206 Z:9.613
1383      Mass = 5.0
1384      Count = 1
1385      Disposition = SEND_IT_FLYING
1386      DispositionIntensity = 2.5
1387    End
1388    CreateDebris
1389      ModelNames = GXMammoth_D12
1390      Offset = X:-3.606 Y:-3.174 Z:10.986
1391      Mass = 5.0
1392      Count = 1
1393      Disposition = SEND_IT_FLYING
1394      DispositionIntensity = 2.5
1395      BounceSound = VehicleDebris
1396    End
1397  End
1398  
1399  ;---------------------------------------------------------------------------------------
1400  ObjectCreationList OCL_MicrowaveTankDeath_CrushEffect
1401    CreateObject
1402      ObjectNames = DeadMicrowaveHulk
1403      Offset = X:0 Y:0 Z:0
1404      Count = 1
1405      Disposition = SEND_IT_FLYING
1406      DispositionIntensity = 0.1
1407    End
1408  End
1409  
1410  
1411  ;---------------------------------------------------------------------------------------
1412  ObjectCreationList OCL_MicrowaveTankDeath
1413    CreateObject
1414      ObjectNames = DeadMicrowaveHulk
1415      Offset = X:0 Y:0 Z:0
1416      Count = 1
1417      Disposition = SEND_IT_FLYING
1418      DispositionIntensity = 0.1
1419    End
1420    CreateDebris
1421      ModelNames = AVThundrblt_D2
1422      Offset = X:17.58 Y:1.971 Z:10.282
1423      Mass = 5.0
1424      Count = 1
1425      Disposition = SEND_IT_FLYING
1426      DispositionIntensity = 2.5
1427    End
1428    CreateDebris
1429      ModelNames = AVThundrblt_D3
1430      Offset = X:8.581 Y:1.943 Z:9.081
1431      Mass = 5.0
1432      Count = 1
1433      Disposition = SEND_IT_FLYING
1434      DispositionIntensity = 2.5
1435      BounceSound = VehicleDebris
1436    End
1437    CreateDebris
1438      ModelNames = AVThundrblt_D4
1439      Offset = X:19.641 Y:2.261 Z:10.569
1440      Mass = 5.0
1441      Count = 1
1442      Disposition = SEND_IT_FLYING
1443      DispositionIntensity = 2.5
1444    End
1445  End
1446  
1447  
1448  ;---------------------------------------------------------------------------------------
1449  ObjectCreationList OCL_MarauderTankDeathEffect
1450    CreateObject
1451      ObjectNames = DeadMarauderHulk
1452      Offset = X:0 Y:0 Z:0
1453      Count = 1
1454      Disposition = SEND_IT_FLYING
1455      DispositionIntensity = 0.1
1456    End
1457    CreateDebris
1458      ModelNames = UVMarauder_D2
1459      Offset = X:21.593 Y:-0.018 Z:9.867
1460      Mass = 5.0
1461      Count = 1
1462      Disposition = SEND_IT_FLYING
1463      DispositionIntensity = 2.5
1464    End
1465    CreateDebris
1466      ModelNames = UVMarauder_D3
1467      Offset = X:-13.092 Y:-9.332 Z:9.367
1468      Mass = 5.0
1469      Count = 1
1470      Disposition = SEND_IT_FLYING
1471      DispositionIntensity = 2.5
1472      BounceSound = DebrisBigMetal
1473    End
1474     CreateDebris
1475      ModelNames = UVMarauder_D4
1476      Offset = X:6.323 Y:-0.027 Z:10.282
1477      Mass = 5.0
1478      Count = 1
1479      Disposition = SEND_IT_FLYING
1480      DispositionIntensity = 2.5
1481      BounceSound = DebrisBigMetal
1482    End
1483  End
1484  
1485  ;---------------------------------------------------------------------------------------
1486  ObjectCreationList OCL_PaladinTankDeathEffect
1487    CreateObject
1488      ObjectNames = DeadPaladinHulk
1489      Offset = X:0 Y:0 Z:0
1490      Count = 1
1491      Disposition = SEND_IT_FLYING
1492      DispositionIntensity = 0.1
1493    End
1494    CreateDebris
1495      ModelNames = AVPaladin_D2
1496      Offset = X:-3.599 Y:-0.056 Z:9.982
1497      Mass = 5.0
1498      Count = 1
1499      Disposition = SEND_IT_FLYING
1500      DispositionIntensity = 2.5
1501      BounceSound = DebrisBigMetal
1502    End
1503    CreateDebris
1504      ModelNames = AVPaladin_D3
1505      Offset = X:14.031 Y:0.039 Z:10.322
1506      Mass = 5.0
1507      Count = 1
1508      Disposition = SEND_IT_FLYING
1509      DispositionIntensity = 2.5
1510      BounceSound = DebrisBigMetal
1511    End
1512  End
1513  
1514  ;---------------------------------------------------------------------------------------
1515  ObjectCreationList OCL_AvengerTankDeathEffect
1516    CreateObject
1517      ObjectNames = DeadAvengerHulk
1518      Offset = X:0 Y:0 Z:0
1519      Count = 1
1520      Disposition = SEND_IT_FLYING
1521      DispositionIntensity = 0.1
1522    End
1523  End
1524  
1525  ObjectCreationList OCL_ScorpionTankDead
1526  End
1527  
1528  ;---------------------------------------------------------------------------------------
1529  ObjectCreationList OCL_ScorpionTankDeathEffect
1530    CreateObject
1531      ObjectNames = DeadScorpionHulk
1532      Offset = X:0 Y:0 Z:0
1533      Count = 1
1534      Disposition = SEND_IT_FLYING
1535      DispositionIntensity = 0.1
1536    End
1537    CreateDebris
1538      ModelNames = AVPowTruck_d2
1539      Offset = X:-4.678 Y:6.497 Z:2.993
1540      Mass = 5.0
1541      Count = 1
1542      Disposition = SEND_IT_FLYING
1543      DispositionIntensity = 2.5
1544    End
1545    CreateDebris
1546      ModelNames = AVPowTruck_d3
1547      Offset = X:-19.262 Y:0 Z:6.23
1548      Mass = 5.0
1549      Count = 1
1550      Disposition = SEND_IT_FLYING
1551      DispositionIntensity = 2.5
1552      BounceSound = VehicleDebris
1553    End
1554      CreateDebris
1555      ModelNames = AVPowTruck_d4
1556      Offset = X:8.721 Y:0.131 Z:14.81
1557      Mass = 5.0
1558      Count = 1
1559      Disposition = SEND_IT_FLYING
1560      DispositionIntensity = 2.5
1561      BounceSound = VehicleDebris
1562    End
1563  End
1564  
1565  ;---------------------------------------------------------------------------------------
1566  ObjectCreationList OCL_MilitiaTankDeathEffect
1567    CreateObject
1568      ObjectNames = DestroyedMilitiaTank
1569      Offset = X:-4.2 Y:0 Z:0
1570      Count = 1
1571      Disposition = SEND_IT_FLYING
1572      DispositionIntensity = 0.1
1573    End
1574    CreateDebris
1575      ModelNames = CVTank_D2
1576      Offset = X:-2.647 Y:0.0 Z:6.966
1577      Mass = 5.0
1578      Count = 1
1579      Disposition = SEND_IT_FLYING
1580      DispositionIntensity = 2.5
1581      BounceSound = VehicleDebris
1582    End
1583    CreateDebris
1584      ModelNames = CVTank_D3
1585      Offset = X:6.929 Y:0.015 Z:8.772
1586      Mass = 5.0
1587      Count = 1
1588      Disposition = SEND_IT_FLYING
1589      DispositionIntensity = 2.5
1590      BounceSound = VehicleDebris
1591    End
1592    CreateDebris
1593      ModelNames = CVTank_D4
1594      Offset = X:-2.503 Y:-1.224 Z:12.018
1595      Mass = 5.0
1596      Count = 1
1597      Disposition = SEND_IT_FLYING
1598      DispositionIntensity = 2.5
1599      BounceSound = VehicleDebris
1600    End
1601  End
1602  
1603  ;---------------------------------------------------------------------------------------
1604  ObjectCreationList OCL_RadarVanDeathEffect
1605    CreateObject
1606      ObjectNames = DeadRadarVanHulk
1607      Offset = X:0 Y:0 Z:0
1608      Count = 1
1609      Disposition = SEND_IT_FLYING
1610      DispositionIntensity = 0.1
1611    End
1612    CreateDebris
1613      ModelNames = UVRadarVan_d2
1614      Offset = X:-9.721 Y:-3.801 Z:22.679
1615      Mass = 5.0
1616      Count = 1
1617      Disposition = SEND_IT_FLYING
1618      DispositionIntensity = 2.5
1619    End
1620    CreateDebris
1621      ModelNames = UVRadarVan_d3
1622      Offset = X:8.551 Y:0.072 Z:16.693
1623      Mass = 5.0
1624      Count = 1
1625      Disposition = SEND_IT_FLYING
1626      DispositionIntensity = 2.5
1627    End
1628    CreateDebris
1629      ModelNames = UVRadarVan_d4
1630      Offset = X:9.495 Y:5.169 Z:2.185
1631      Mass = 5.0
1632      Count = 1
1633      Disposition = SEND_IT_FLYING
1634      DispositionIntensity = 2.5
1635    End
1636  End
1637  
1638  ;---------------------------------------------------------------------------------------
1639  ObjectCreationList OCL_QuadCannonDeathEffect
1640    CreateObject
1641      ObjectNames = DeadQuadCannonHulk
1642      Offset = X:0 Y:0 Z:0
1643      Count = 1
1644      Disposition = SEND_IT_FLYING
1645      DispositionIntensity = 0.1
1646    End
1647    
1648      CreateDebris
1649      ModelNames = UVQuadCann_d2
1650      Offset = X:-9.721 Y:-3.801 Z:22.679
1651      Mass = 5.0
1652      Count = 1
1653      Disposition = SEND_IT_FLYING
1654      DispositionIntensity = 2.5
1655    End
1656    CreateDebris
1657      ModelNames = UVQuadCann_d3
1658      Offset = X:8.551 Y:0.072 Z:16.693
1659      Mass = 5.0
1660      Count = 1
1661      Disposition = SEND_IT_FLYING
1662      DispositionIntensity = 2.5
1663    End
1664    CreateDebris
1665      ModelNames = UVQuadCann_d4
1666      Offset = X:9.495 Y:5.169 Z:2.185
1667      Mass = 5.0
1668      Count = 1
1669      Disposition = SEND_IT_FLYING
1670      DispositionIntensity = 2.5
1671    End
1672    
1673  End
1674  ;---------------------------------------------------------------------------------------
1675  ObjectCreationList OCL_QuadCannon_NormalExplosion
1676    CreateDebris
1677      ModelNames = GXMammoth_D01
1678      Offset = X:17.58 Y:1.971 Z:10.282
1679      Mass = 5.0
1680      Count = 1
1681      Disposition = SEND_IT_FLYING
1682      DispositionIntensity = 2.5
1683    End
1684    CreateDebris
1685      ModelNames = GXMammoth_D02
1686      Offset = X:8.581 Y:1.943 Z:9.081
1687      Mass = 5.0
1688      Count = 1
1689      Disposition = SEND_IT_FLYING
1690      DispositionIntensity = 2.5
1691    End
1692    CreateDebris
1693      ModelNames = GXMammoth_D03
1694      Offset = X:19.641 Y:2.261 Z:10.569
1695      Mass = 5.0
1696      Count = 1
1697      Disposition = SEND_IT_FLYING
1698      DispositionIntensity = 2.5
1699    End
1700    CreateDebris
1701      ModelNames = GXMammoth_D04
1702      Offset = X:13.587 Y:-2.29 Z:9.715
1703      Mass = 5.0
1704      Count = 1
1705      Disposition = SEND_IT_FLYING
1706      DispositionIntensity = 2.5
1707    End
1708    CreateDebris
1709      ModelNames = GXMammoth_D05
1710      Offset = X:6.764 Y:-2.233 Z:8.873
1711      Mass = 7.0
1712      Count = 1
1713      Disposition = SEND_IT_FLYING
1714      DispositionIntensity = 2.4
1715    End
1716    CreateDebris
1717      ModelNames = GXMammoth_D06
1718      Offset = X:2.755 Y:-0.99 Z:8.462
1719      Mass = 7.0
1720      Count = 1
1721      Disposition = SEND_IT_FLYING
1722      DispositionIntensity = 2.3
1723    End
1724  End
1725  
1726  ;---------------------------------------------------------------------------------------
1727  ObjectCreationList OCL_AmericaVehicleTomahawkDie
1728    CreateObject
1729      ObjectNames = AmericaVehicleTomahawkHulk
1730      Offset      = X:0.0 Y:0.0 Z:0.0
1731      Count       = 1
1732      Disposition = LIKE_EXISTING
1733      DispositionIntensity = 0.5
1734    End
1735    CreateDebris
1736      ModelNames  = AVTomahawk_D2
1737      Offset      = X:-3.001 Y:5.79 Z:12.829
1738      Mass        = 8
1739      Count       = 1
1740      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
1741      DispositionIntensity = 0.7
1742      BounceSound       = DebrisBigMetal
1743    End
1744    CreateDebris
1745      ModelNames  = AVTomahawk_D3
1746      Offset      = X:-2.643 Y:-0.349 Z:9.954
1747      Mass        = 8
1748      Count       = 1
1749      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
1750      DispositionIntensity = 0.7
1751      BounceSound       = DebrisBigMetal
1752    End
1753    CreateDebris
1754      ModelNames  = AVTomahawk_D4
1755      Offset      = X:-3.499 Y:-3.779 Z:8.132
1756      Mass        = 8
1757      Count       = 1
1758      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
1759      DispositionIntensity = 0.7
1760      BounceSound       = DebrisBigMetal
1761    End
1762  End
1763  
1764  ; ----------------------------------------------
1765  ObjectCreationList OCL_ChinaVehicleNukeCannonDie
1766    CreateObject
1767      ObjectNames = ChinaVehicleNukeCannonHulk
1768      Offset      = X:0.0 Y:0.0 Z:0.0
1769      Count       = 1
1770      Disposition = LIKE_EXISTING
1771      DispositionIntensity = 0.5
1772    End
1773    CreateDebris
1774      ModelNames  = NVNukeCn_D2
1775      Offset      = X:3.191 Y:0 Z:7.094
1776      Mass              = 20.0
1777      Disposition       = RANDOM_FORCE
1778      MinForceMagnitude = 50
1779      MaxForceMagnitude = 60
1780      MinForcePitch     = 85
1781      MaxForcePitch     = 90
1782      SpinRate          = 90
1783      BounceSound       = DebrisBigMetal
1784    End
1785    CreateDebris
1786      ModelNames  = NVNukeCn_D3
1787      Offset      = X:11.018 Y:0 Z:6.837
1788      Mass              = 20.0
1789      Disposition       = RANDOM_FORCE
1790      MinForceMagnitude = 50
1791      MaxForceMagnitude = 60
1792      MinForcePitch     = 85
1793      MaxForcePitch     = 90
1794      SpinRate          = 90
1795      BounceSound       = DebrisBigMetal
1796    End
1797    CreateDebris
1798      ModelNames  = NVNukeCn_D4
1799      Offset      = X:4.195 Y:-4.84 Z:13.178
1800      Mass              = 20.0
1801      Disposition       = RANDOM_FORCE
1802      MinForceMagnitude = 50
1803      MaxForceMagnitude = 60
1804      MinForcePitch     = 85
1805      MaxForcePitch     = 90
1806      SpinRate          = 90
1807      BounceSound       = DebrisBigMetal
1808    End
1809  End
1810  
1811  ; ----------------------------------------------
1812  ObjectCreationList OCL_FireHydrantExplode
1813    CreateObject
1814      ObjectNames = WaterSpray
1815      Disposition = ON_GROUND_ALIGNED
1816    End
1817  End
1818  
1819  ; ----------------------------------------------
1820  ObjectCreationList OCL_GenericCarExplode
1821    CreateDebris
1822      ModelNames = CVGeneric_X01
1823      Offset = X:6.7 Y:2.098 Z:2.972
1824      Mass = 5
1825      Count = 1
1826      Disposition = SEND_IT_FLYING
1827      DispositionIntensity = 0.8
1828    End
1829    CreateDebris
1830      ModelNames = CVGeneric_X02
1831      Offset = X:6.824 Y:-0.988 Z:2.972
1832      Mass = 5
1833      Count = 1
1834      Disposition = SEND_IT_FLYING
1835      DispositionIntensity = 0.8
1836    End
1837    CreateDebris
1838      ModelNames = CVGeneric_X03
1839      Offset = X:-7.314 Y:-1.325 Z:4.546
1840      Mass = 5
1841      Count = 1
1842      Disposition = SEND_IT_FLYING
1843      DispositionIntensity = 0.8
1844    End
1845    CreateDebris
1846      ModelNames = CVGeneric_X04
1847      Offset = X:5.804 Y:-3.499 Z:1.245
1848      Mass = 5
1849      Count = 1
1850      Disposition = SEND_IT_FLYING
1851      DispositionIntensity = 0.8
1852    End
1853    CreateDebris
1854      ModelNames = CVGeneric_X05
1855      Offset = X:5.815 Y:3.508 Z:1.245
1856      Mass = 5
1857      Count = 1
1858      Disposition = SEND_IT_FLYING
1859      DispositionIntensity = 0.8
1860    End
1861    CreateDebris
1862      ModelNames = CVGeneric_X06
1863      Offset = X:-7.615 Y:-3.508 Z:1.245
1864      Mass = 5
1865      Count = 1
1866      Disposition = SEND_IT_FLYING
1867      DispositionIntensity = 0.8
1868    End
1869    CreateDebris
1870      ModelNames = CVGeneric_X07
1871      Offset = X:-8.281 Y:1.964 Z:3.926
1872      Mass = 5
1873      Count = 1
1874      Disposition = SEND_IT_FLYING
1875      DispositionIntensity = 0.8
1876    End
1877    CreateDebris
1878      ModelNames = CVGeneric_X08
1879      Offset = X:-7.615 Y:3.508 Z:1.245
1880      Mass = 5
1881      Count = 1
1882      Disposition = SEND_IT_FLYING
1883      DispositionIntensity = 0.8
1884    End
1885    CreateDebris
1886      ModelNames = CVGeneric_X09
1887      Offset = X:-2.032 Y:3.638 Z:3.925
1888      Mass = 5
1889      Count = 1
1890      Disposition = SEND_IT_FLYING
1891      DispositionIntensity = 0.8
1892    End
1893    CreateDebris
1894      ModelNames = CVGeneric_X10
1895      Offset = X:0.776 Y:-0.960 Z:5.601
1896      Mass = 5
1897      Count = 1
1898      Disposition = SEND_IT_FLYING
1899      DispositionIntensity = 0.8
1900    End
1901    CreateDebris
1902      ModelNames = CVGeneric_X11
1903      Offset = X:-0.897 Y:-3.735 Z:2.994
1904      Mass = 5
1905      Count = 1
1906      Disposition = SEND_IT_FLYING
1907  
1908      DispositionIntensity = 0.8
1909    End
1910    CreateDebris
1911      ModelNames = CVGeneric_X12
1912      Offset = X:-3.074 Y:-0.303 Z:6.468
1913      Mass = 5
1914      Count = 1
1915      Disposition = SEND_IT_FLYING
1916      DispositionIntensity = 0.8
1917    End
1918    CreateDebris
1919      ModelNames = CVGeneric_X13
1920      Offset = X:2.602 Y:3.652 Z:3.923
1921      Mass = 5
1922      Count = 1
1923      Disposition = SEND_IT_FLYING
1924      DispositionIntensity = 0.8
1925    End
1926    CreateDebris
1927      ModelNames = CVGeneric_X14
1928      Offset = X:-9.828 Y:-1.889 Z:2.636
1929      Mass = 5
1930      Count = 1
1931      Disposition = SEND_IT_FLYING
1932      DispositionIntensity = 0.8
1933    End
1934  End
1935  
1936  ; -----------------------------------------------------------------------------
1937  ObjectCreationList OCL_GenericCarFloatDebris
1938    CreateDebris
1939      ModelNames = CVGeneric_X01
1940      Offset = X:6.7 Y:2.098 Z:2.972
1941      Mass = 5
1942      Count = 1
1943      Disposition = SEND_IT_FLYING FLOATING
1944      DispositionIntensity = 0.8
1945    End
1946    CreateDebris
1947      ModelNames = CVGeneric_X02
1948      Offset = X:6.824 Y:-0.988 Z:2.972
1949      Mass = 5
1950      Count = 1
1951      Disposition = SEND_IT_FLYING FLOATING
1952      DispositionIntensity = 0.8
1953    End
1954    CreateDebris
1955      ModelNames = CVGeneric_X03
1956      Offset = X:-7.314 Y:-1.325 Z:4.546
1957      Mass = 5
1958      Count = 1
1959      Disposition = SEND_IT_FLYING FLOATING
1960      DispositionIntensity = 0.8
1961    End
1962    CreateDebris
1963      ModelNames = CVGeneric_X04
1964      Offset = X:5.804 Y:-3.499 Z:1.245
1965      Mass = 5
1966      Count = 1
1967      Disposition = SEND_IT_FLYING FLOATING
1968      DispositionIntensity = 0.8
1969    End
1970    CreateDebris
1971      ModelNames = CVGeneric_X05
1972      Offset = X:5.815 Y:3.508 Z:1.245
1973      Mass = 5
1974      Count = 1
1975      Disposition = SEND_IT_FLYING FLOATING
1976      DispositionIntensity = 0.8
1977    End
1978    CreateDebris
1979      ModelNames = CVGeneric_X06
1980      Offset = X:-7.615 Y:-3.508 Z:1.245
1981      Mass = 5
1982      Count = 1
1983      Disposition = SEND_IT_FLYING FLOATING
1984      DispositionIntensity = 0.8
1985    End
1986    CreateDebris
1987      ModelNames = CVGeneric_X07
1988      Offset = X:-8.281 Y:1.964 Z:3.926
1989      Mass = 5
1990      Count = 1
1991      Disposition = SEND_IT_FLYING FLOATING
1992      DispositionIntensity = 0.8
1993    End
1994    CreateDebris
1995      ModelNames = CVGeneric_X08
1996      Offset = X:-7.615 Y:3.508 Z:1.245
1997      Mass = 5
1998      Count = 1
1999      Disposition = SEND_IT_FLYING FLOATING
2000      DispositionIntensity = 0.8
2001    End
2002    CreateDebris
2003      ModelNames = CVGeneric_X09
2004      Offset = X:-2.032 Y:3.638 Z:3.925
2005      Mass = 5
2006      Count = 1
2007      Disposition = SEND_IT_FLYING FLOATING
2008      DispositionIntensity = 0.8
2009    End
2010    CreateDebris
2011      ModelNames = CVGeneric_X10
2012      Offset = X:0.776 Y:-0.960 Z:5.601
2013      Mass = 5
2014      Count = 1
2015      Disposition = SEND_IT_FLYING FLOATING
2016      DispositionIntensity = 0.8
2017    End
2018    CreateDebris
2019      ModelNames = CVGeneric_X11
2020      Offset = X:-0.897 Y:-3.735 Z:2.994
2021      Mass = 5
2022      Count = 1
2023      Disposition = SEND_IT_FLYING FLOATING
2024      DispositionIntensity = 0.8
2025    End
2026    CreateDebris
2027      ModelNames = CVGeneric_X12
2028      Offset = X:-3.074 Y:-0.303 Z:6.468
2029      Mass = 5
2030      Count = 1
2031      Disposition = SEND_IT_FLYING FLOATING
2032      DispositionIntensity = 0.8
2033    End
2034    CreateDebris
2035      ModelNames = CVGeneric_X13
2036      Offset = X:2.602 Y:3.652 Z:3.923
2037      Mass = 5
2038      Count = 1
2039      Disposition = SEND_IT_FLYING FLOATING
2040      DispositionIntensity = 0.8
2041    End
2042    CreateDebris
2043      ModelNames = CVGeneric_X14
2044      Offset = X:-9.828 Y:-1.889 Z:2.636
2045      Mass = 5
2046      Count = 1
2047      Disposition = SEND_IT_FLYING FLOATING
2048      DispositionIntensity = 0.8
2049    End
2050  End
2051  
2052  ; ----------------------------------------------
2053  ObjectCreationList OCL_LimoExplode
2054    CreateDebris
2055      ModelNames = CVLimo3_D2
2056      Offset = X:-15.962 Y:0.019 Z:4.649
2057      Mass = 40
2058      Count = 1
2059      Disposition = RANDOM_FORCE
2060      MinForceMagnitude = 100
2061      MaxForceMagnitude = 130
2062      MinForcePitch = 70
2063      MaxForcePitch = 90
2064      SpinRate = 180
2065    End
2066    CreateDebris
2067      ModelNames = CVLimo3_D3
2068      Offset = X:13.202 Y:5.126 Z:1.975
2069      Mass = 40
2070      Count = 1
2071      Disposition = RANDOM_FORCE
2072      MinForceMagnitude = 100
2073      MaxForceMagnitude = 130
2074      MinForcePitch = 70
2075      MaxForcePitch = 90
2076      SpinRate = 180
2077    End
2078    CreateDebris
2079      ModelNames = CVLimo3_D4
2080      Offset = X:-12.731 Y:-5.12 Z:1.975
2081      Mass = 40
2082      Count = 1
2083      Disposition = RANDOM_FORCE
2084      MinForceMagnitude = 100
2085      MaxForceMagnitude = 130
2086      MinForcePitch = 70
2087      MaxForcePitch = 90
2088      SpinRate = 180
2089    End
2090    CreateDebris
2091      ModelNames = CVLimo3_D5
2092      Offset = X:13.62 Y:-0.013 Z:5.302
2093      Mass = 40
2094      Count = 1
2095      Disposition = RANDOM_FORCE
2096      MinForceMagnitude = 100
2097      MaxForceMagnitude = 130
2098      MinForcePitch = 70
2099      MaxForcePitch = 90
2100      SpinRate = 180
2101    End
2102    CreateObject
2103      ObjectNames = CarLimo03DeadHull
2104      Offset = X:0 Y:0 Z:0
2105      Count = 1
2106      Disposition = RANDOM_FORCE
2107    End
2108  End
2109  
2110  ; ----------------------------------------------
2111  ObjectCreationList OCL_SmallStructureDebris
2112    CreateDebris
2113      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2114      Offset = X:15 Y:15 Z:5
2115      Mass = 40
2116      Count = 3
2117      Disposition = SEND_IT_FLYING
2118      DispositionIntensity = 3
2119    End
2120    CreateDebris
2121      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2122      Offset = X:-15 Y:-15 Z:5
2123      Mass = 40
2124      Count = 3
2125      Disposition = SEND_IT_FLYING
2126      DispositionIntensity = 3
2127      BounceSound       = BuildingDebris
2128    End
2129    CreateDebris
2130      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2131      Offset = X:-15 Y:15 Z:5
2132      Mass = 40
2133      Count = 3
2134      Disposition = SEND_IT_FLYING
2135      DispositionIntensity = 3
2136      BounceSound       = BuildingDebris
2137    End
2138    CreateDebris
2139      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2140      Offset = X:15 Y:-15 Z:5
2141      Mass = 40
2142      Count = 3
2143      Disposition = SEND_IT_FLYING
2144      DispositionIntensity = 3
2145      BounceSound       = BuildingDebris
2146    End
2147    CreateDebris
2148      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2149      Offset = X:15 Y:15 Z:15
2150      Mass = 40
2151      Count = 3
2152      Disposition = SEND_IT_FLYING
2153      DispositionIntensity = 3
2154      BounceSound       = BuildingDebris
2155    End
2156    CreateDebris
2157      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2158      Offset = X:-15 Y:-15 Z:15
2159      Mass = 40
2160      Count = 3
2161      Disposition = SEND_IT_FLYING
2162      DispositionIntensity = 3
2163      BounceSound       = BuildingDebris
2164    End
2165    CreateDebris
2166      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2167      Offset = X:-15 Y:15 Z:15
2168      Mass = 40
2169      Count = 3
2170      Disposition = SEND_IT_FLYING
2171      DispositionIntensity = 3
2172      BounceSound       = BuildingDebris
2173    End
2174    CreateDebris
2175      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2176      Offset = X:15 Y:-15 Z:15
2177      Mass = 40
2178      Count = 3
2179      Disposition = SEND_IT_FLYING
2180      DispositionIntensity = 3
2181      BounceSound       = BuildingDebris
2182    End
2183    CreateDebris
2184      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2185      Offset = X:0 Y:0 Z:25
2186      Mass = 40
2187      Count = 10
2188      Disposition = SEND_IT_FLYING
2189      DispositionIntensity = 3
2190      BounceSound       = BuildingDebris
2191    End
2192    CreateDebris
2193      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2194      Offset = X:0 Y:0 Z:40
2195      Mass = 40
2196  
2197      Count = 5
2198      Disposition = SEND_IT_FLYING
2199      DispositionIntensity = 3
2200      BounceSound       = BuildingDebris
2201    End
2202  End
2203  
2204  ; ----------------------------------------------
2205  ObjectCreationList OCL_ParticleUplinkDeathFinal
2206  ; SlowDeath treats two listings as an OR, so this combines the two it was using. OCL_ABPowerPlantExplode & OCL_AmericanRangerDebris06
2207    CreateObject
2208      ObjectNames = AmericaInfantryRanger
2209      IgnorePrimaryObstacle = Yes
2210      Disposition = SEND_IT_OUT
2211      DispositionIntensity = 4
2212      Count = 6
2213      RequiresLivePlayer = Yes
2214    End
2215  
2216    CreateDebris
2217      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2218      Offset = X:15 Y:15 Z:5
2219      Mass = 30.0
2220      Count = 3
2221      Disposition = SEND_IT_FLYING
2222      DispositionIntensity = 3
2223    End
2224    CreateDebris
2225      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2226      Offset = X:-15 Y:-15 Z:5
2227      Mass = 30.0
2228      Count = 3
2229      Disposition = SEND_IT_FLYING
2230      DispositionIntensity = 3
2231      BounceSound       = BuildingDebris
2232    End
2233    CreateDebris
2234      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2235      Offset = X:-15 Y:15 Z:5
2236      Mass = 30.0
2237      Count = 3
2238      Disposition = SEND_IT_FLYING
2239      DispositionIntensity = 3
2240      BounceSound       = BuildingDebris
2241    End
2242    CreateDebris
2243      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2244      Offset = X:15 Y:-15 Z:5
2245      Mass = 30.0
2246      Count = 3
2247      Disposition = SEND_IT_FLYING
2248      DispositionIntensity = 3
2249      BounceSound       = BuildingDebris
2250    End
2251    CreateDebris
2252      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2253      Offset = X:15 Y:15 Z:15
2254  
2255      Mass = 30.0
2256      Count = 3
2257      Disposition = SEND_IT_FLYING
2258      DispositionIntensity = 3
2259      BounceSound       = BuildingDebris
2260    End
2261    CreateDebris
2262      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2263      Offset = X:-15 Y:-15 Z:15
2264      Mass = 30.0
2265      Count = 3
2266      Disposition = SEND_IT_FLYING
2267      DispositionIntensity = 3
2268      BounceSound       = BuildingDebris
2269    End
2270    CreateDebris
2271      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2272      Offset = X:-15 Y:15 Z:15
2273      Mass = 30.0
2274      Count = 3
2275      Disposition = SEND_IT_FLYING
2276      DispositionIntensity = 3
2277      BounceSound       = BuildingDebris
2278    End
2279    CreateDebris
2280      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2281      Offset = X:15 Y:-15 Z:15
2282      Mass = 30.0
2283      Count = 3
2284      Disposition = SEND_IT_FLYING
2285      DispositionIntensity = 3
2286      BounceSound       = BuildingDebris
2287    End
2288    CreateDebris
2289      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2290      Offset = X:0 Y:0 Z:25
2291      Mass = 30.0
2292      Count = 10
2293      Disposition = SEND_IT_FLYING
2294      DispositionIntensity = 3
2295      BounceSound       = BuildingDebris
2296    End
2297    CreateDebris
2298      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2299      Offset = X:0 Y:0 Z:40
2300      Mass = 30.0
2301      Count = 5
2302      Disposition = SEND_IT_FLYING
2303      DispositionIntensity = 3
2304      BounceSound       = BuildingDebris
2305    End
2306  End
2307  
2308  ; ----------------------------------------------
2309  ObjectCreationList OCL_GenericWallSegmentDebris
2310  ; @todo srj -- nothing for now.
2311  ;  CreateDebris
2312  ;    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2313  ;    Offset = X:0 Y:0 Z:40
2314  ;    Mass = 40
2315  ;    Count = 5
2316  ;    Disposition = SEND_IT_FLYING
2317  ;    DispositionIntensity = 3
2318  ;  End
2319  End
2320  
2321  ; -----------------------------------------------------------------------------
2322  ; American Rangers can spawn slaved scout drones
2323  ; -----------------------------------------------------------------------------
2324  ObjectCreationList OCL_AmericanScoutDrone
2325    CreateObject
2326      Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset
2327      ObjectNames = AmericaVehicleScoutDrone
2328      IgnorePrimaryObstacle = Yes
2329      Disposition = LIKE_EXISTING
2330      Count = 1
2331      RequiresLivePlayer = Yes
2332    End
2333  End
2334  
2335  ; -----------------------------------------------------------------------------
2336  ; Certain American vehicles can spawn slaved battle drones
2337  ; -----------------------------------------------------------------------------
2338  ObjectCreationList OCL_AmericanBattleDrone
2339    CreateObject
2340      Offset = X:0 Y:0 Z:10 
2341      ObjectNames = AmericaVehicleBattleDrone
2342      IgnorePrimaryObstacle = Yes
2343      Disposition = LIKE_EXISTING
2344      Count = 1
2345      RequiresLivePlayer = Yes
2346    End
2347  End
2348  
2349  ; -----------------------------------------------------------------------------
2350  ; Certain American vehicles can spawn slaved battle drones
2351  ; -----------------------------------------------------------------------------
2352  ObjectCreationList OCL_AmericanHellfireDrone
2353    CreateObject
2354      Offset = X:0 Y:0 Z:10 
2355      ObjectNames = AmericaVehicleHellfireDrone
2356      IgnorePrimaryObstacle = Yes
2357      Disposition = LIKE_EXISTING
2358      Count = 1
2359      RequiresLivePlayer = Yes
2360    End
2361  End
2362  
2363  
2364  ; -----------------------------------------------------------------------------
2365  ; American buildings spawn rangers upon death
2366  ; -----------------------------------------------------------------------------
2367  ObjectCreationList OCL_AmericanRangerDebris01
2368    CreateObject
2369      ObjectNames = AmericaInfantryRanger
2370      IgnorePrimaryObstacle = Yes
2371      Disposition = SEND_IT_OUT
2372      DispositionIntensity = 4
2373      Count = 1
2374      RequiresLivePlayer = Yes
2375    End
2376  End
2377  
2378  ObjectCreationList OCL_AmericanRangerDebris02
2379    CreateObject
2380      ObjectNames = AmericaInfantryRanger
2381      IgnorePrimaryObstacle = Yes
2382      Disposition = SEND_IT_OUT
2383      DispositionIntensity = 4
2384      Count = 2
2385      RequiresLivePlayer = Yes
2386    End
2387  End
2388  
2389  ObjectCreationList OCL_AmericanRangerDebris03
2390    CreateObject
2391      ObjectNames = AmericaInfantryRanger
2392      IgnorePrimaryObstacle = Yes
2393      Disposition = SEND_IT_OUT
2394      DispositionIntensity = 4
2395      Count = 3
2396      RequiresLivePlayer = Yes
2397    End
2398  End
2399  
2400  ObjectCreationList OCL_AmericanRangerDebris04
2401    CreateObject
2402      ObjectNames = AmericaInfantryRanger
2403      IgnorePrimaryObstacle = Yes
2404      Disposition = SEND_IT_OUT
2405      DispositionIntensity = 4
2406      Count = 4
2407      RequiresLivePlayer = Yes
2408    End
2409  End
2410  
2411  ObjectCreationList OCL_AmericanRangerDebris05
2412    CreateObject
2413      ObjectNames = AmericaInfantryRanger
2414      IgnorePrimaryObstacle = Yes
2415      Disposition = SEND_IT_OUT
2416      DispositionIntensity = 4
2417      Count = 5
2418      RequiresLivePlayer = Yes
2419    End
2420  End
2421  
2422  ObjectCreationList OCL_AmericanRangerDebris06
2423    CreateObject
2424      ObjectNames = AmericaInfantryRanger
2425      IgnorePrimaryObstacle = Yes
2426      Disposition = SEND_IT_OUT
2427      DispositionIntensity = 4
2428      Count = 6
2429      RequiresLivePlayer = Yes
2430    End
2431  End
2432  
2433  ObjectCreationList OCL_AmericanRangerDebris07
2434    CreateObject
2435      ObjectNames = AmericaInfantryRanger
2436      IgnorePrimaryObstacle = Yes
2437      Disposition = SEND_IT_OUT
2438      DispositionIntensity = 4
2439      Count = 7
2440      RequiresLivePlayer = Yes
2441    End
2442  End
2443  
2444  ObjectCreationList OCL_AmericanRangerDebris08
2445    CreateObject
2446      ObjectNames = AmericaInfantryRanger
2447      IgnorePrimaryObstacle = Yes
2448      Disposition = SEND_IT_OUT
2449      DispositionIntensity = 4
2450      Count = 8
2451      RequiresLivePlayer = Yes
2452    End
2453  End
2454  
2455  ObjectCreationList OCL_AmericanRangerDebris09
2456    CreateObject
2457      ObjectNames = AmericaInfantryRanger
2458      IgnorePrimaryObstacle = Yes
2459      Disposition = SEND_IT_OUT
2460      DispositionIntensity = 4
2461      Count = 9
2462      RequiresLivePlayer = Yes
2463    End
2464  End
2465  
2466  ObjectCreationList OCL_AmericanRangerDebris10
2467    CreateObject
2468      ObjectNames = AmericaInfantryRanger
2469      IgnorePrimaryObstacle = Yes
2470      Disposition = SEND_IT_OUT
2471      DispositionIntensity = 4
2472      Count = 10
2473      RequiresLivePlayer = Yes
2474    End
2475  End
2476  
2477  ; ----------------------------------------------
2478  ; The death of a large structure
2479  ObjectCreationList OCL_LargeStructureDebris
2480    CreateDebris
2481      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2482      Offset = X:15 Y:15 Z:5
2483      Mass = 40.0
2484      Count = 3
2485      Disposition = SEND_IT_FLYING
2486      DispositionIntensity = 5
2487      BounceSound       = BuildingDebris
2488    End
2489    CreateDebris
2490      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2491      Offset = X:-15 Y:-15 Z:5
2492      Mass = 40.0
2493      Count = 3
2494      Disposition = SEND_IT_FLYING
2495      DispositionIntensity = 5
2496      BounceSound       = BuildingDebris
2497    End
2498    CreateDebris
2499      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2500      Offset = X:-15 Y:15 Z:5
2501      Mass = 40.0
2502      Count = 3
2503      Disposition = SEND_IT_FLYING
2504      DispositionIntensity = 5
2505      BounceSound       = BuildingDebris
2506    End
2507    CreateDebris
2508      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2509      Offset = X:15 Y:-15 Z:5
2510      Mass = 40.0
2511      Count = 3
2512      Disposition = SEND_IT_FLYING
2513      DispositionIntensity = 5
2514      BounceSound       = BuildingDebris
2515    End
2516    CreateDebris
2517      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2518      Offset = X:15 Y:15 Z:15
2519      Mass = 40.0
2520      Count = 3
2521      Disposition = SEND_IT_FLYING
2522      DispositionIntensity = 5
2523      BounceSound       = BuildingDebris
2524    End
2525    CreateDebris
2526      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2527      Offset = X:-15 Y:-15 Z:15
2528      Mass = 40.0
2529      Count = 3
2530      Disposition = SEND_IT_FLYING
2531      DispositionIntensity = 5
2532      BounceSound       = BuildingDebris
2533    End
2534    CreateDebris
2535      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2536      Offset = X:-15 Y:15 Z:15
2537      Mass = 40.0
2538      Count = 3
2539      Disposition = SEND_IT_FLYING
2540      DispositionIntensity = 5
2541      BounceSound       = BuildingDebris
2542    End
2543    CreateDebris
2544      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2545      Offset = X:15 Y:-15 Z:15
2546      Mass = 40.0
2547      Count = 3
2548      Disposition = SEND_IT_FLYING
2549      DispositionIntensity = 5
2550      BounceSound       = BuildingDebris
2551    End
2552    CreateDebris
2553      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2554      Offset = X:0 Y:0 Z:25
2555      Mass = 40.0
2556      Count = 10
2557      Disposition = SEND_IT_FLYING
2558      DispositionIntensity = 5
2559      BounceSound       = BuildingDebris
2560    End
2561    CreateDebris
2562      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2563      Offset = X:0 Y:0 Z:40
2564      Mass = 40.0
2565      Count = 5
2566      Disposition = SEND_IT_FLYING
2567      DispositionIntensity = 5
2568      BounceSound       = BuildingDebris
2569    End
2570  End
2571  
2572  ; ----------------------------------------------
2573  ; The death of a larger structure
2574  ObjectCreationList OCL_VeryLargeStructureDebris
2575    CreateDebris
2576      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2577      Offset = X:15 Y:15 Z:5
2578      Mass = 40.0
2579      Count = 3
2580      Disposition = SEND_IT_FLYING
2581      DispositionIntensity = 5
2582    End
2583    CreateDebris
2584      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2585      Offset = X:-15 Y:-15 Z:5
2586      Mass = 40.0
2587      Count = 3
2588      Disposition = SEND_IT_FLYING
2589      DispositionIntensity = 5
2590      BounceSound       = BuildingDebris
2591    End
2592    CreateDebris
2593      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2594      Offset = X:-15 Y:15 Z:5
2595      Mass = 40.0
2596      Count = 3
2597      Disposition = SEND_IT_FLYING
2598      DispositionIntensity = 5
2599      BounceSound       = BuildingDebris
2600    End
2601    CreateDebris
2602      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2603      Offset = X:15 Y:-15 Z:5
2604      Mass = 40.0
2605      Count = 3
2606      Disposition = SEND_IT_FLYING
2607      DispositionIntensity = 5
2608      BounceSound       = BuildingDebris
2609    End
2610    CreateDebris
2611      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2612      Offset = X:15 Y:15 Z:15
2613      Mass = 40.0
2614      Count = 3
2615      Disposition = SEND_IT_FLYING
2616      DispositionIntensity = 5
2617      BounceSound       = BuildingDebris
2618    End
2619    CreateDebris
2620      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2621      Offset = X:-15 Y:-15 Z:15
2622      Mass = 40.0
2623      Count = 3
2624      Disposition = SEND_IT_FLYING
2625      DispositionIntensity = 5
2626      BounceSound       = BuildingDebris
2627    End
2628    CreateDebris
2629      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2630      Offset = X:-15 Y:15 Z:15
2631      Mass = 40.0
2632      Count = 3
2633      Disposition = SEND_IT_FLYING
2634      DispositionIntensity = 5
2635      BounceSound       = BuildingDebris
2636    End
2637    CreateDebris
2638      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2639      Offset = X:15 Y:-15 Z:15
2640      Mass = 40.0
2641      Count = 3
2642      Disposition = SEND_IT_FLYING
2643      DispositionIntensity = 5
2644      BounceSound       = BuildingDebris
2645    End
2646    CreateDebris
2647      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2648      Offset = X:-15 Y:15 Z:40
2649      Mass = 40.0
2650      Count = 7
2651      Disposition = SEND_IT_FLYING
2652      DispositionIntensity = 5
2653      BounceSound       = BuildingDebris
2654    End
2655    CreateDebris
2656      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2657      Offset = X:15 Y:-15 Z:40
2658      Mass = 40.0
2659      Count = 7
2660      Disposition = SEND_IT_FLYING
2661      DispositionIntensity = 5
2662      BounceSound       = BuildingDebris
2663    End
2664    CreateDebris
2665      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2666      Offset = X:-15 Y:-15 Z:40
2667      Mass = 40.0
2668      Count = 7
2669      Disposition = SEND_IT_FLYING
2670      DispositionIntensity = 5
2671      BounceSound       = BuildingDebris
2672    End
2673    CreateDebris
2674      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2675      Offset = X:15 Y:15 Z:40
2676      Mass = 40.0
2677      Count = 7
2678      Disposition = SEND_IT_FLYING
2679      DispositionIntensity = 5
2680      BounceSound       = BuildingDebris
2681    End
2682    CreateDebris
2683      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2684      Offset = X:0 Y:0 Z:80
2685      Mass = 40.0
2686      Count = 5
2687      Disposition = SEND_IT_FLYING
2688      DispositionIntensity = 5
2689      BounceSound       = BuildingDebris
2690    End
2691    CreateDebris
2692      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2693      Offset = X:0 Y:0 Z:100
2694      Mass = 30.0
2695      Count = 5
2696      Disposition = SEND_IT_FLYING
2697      DispositionIntensity = 7
2698      BounceSound       = BuildingDebris
2699    End
2700  End
2701  
2702  ; -----------------------------------------------------------------------------
2703  ; America War Factory Debris 
2704  ; -----------------------------------------------------------------------------
2705  ObjectCreationList OCL_AmericaWarFactoryDebris
2706    CreateDebris
2707      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2708      Offset = X:45 Y:-11 Z:15
2709      Mass = 30.0
2710      Count = 1
2711      Disposition = SEND_IT_FLYING
2712      DispositionIntensity = 3
2713    End
2714    CreateDebris
2715      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2716      Offset = X:15 Y:-33 Z:15
2717      Mass = 30.0
2718      Count = 3
2719      Disposition = SEND_IT_FLYING
2720      DispositionIntensity = 3
2721      BounceSound       = BuildingDebris
2722    End
2723    CreateDebris
2724      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2725      Offset = X:-15 Y:-11 Z:15
2726      Mass = 30.0
2727      Count = 3
2728      Disposition = SEND_IT_FLYING
2729      DispositionIntensity = 3
2730      BounceSound       = BuildingDebris
2731    End
2732    CreateDebris
2733      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2734      Offset = X:-45 Y:-33 Z:15
2735      Mass = 30.0
2736      Count = 3
2737      Disposition = SEND_IT_FLYING
2738      DispositionIntensity = 3
2739      BounceSound       = BuildingDebris
2740    End
2741    CreateDebris
2742      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2743      Offset = X:-45 Y:11 Z:15
2744      Mass = 30.0
2745      Count = 3
2746      Disposition = SEND_IT_FLYING
2747      DispositionIntensity = 3
2748      BounceSound       = BuildingDebris
2749    End
2750    CreateDebris
2751      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2752      Offset = X:-15 Y:33 Z:15
2753      Mass = 30.0
2754      Count = 3
2755      Disposition = SEND_IT_FLYING
2756      DispositionIntensity = 3
2757      BounceSound       = BuildingDebris
2758    End
2759    CreateDebris
2760      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2761      Offset = X:15 Y:-11 Z:25
2762      Mass = 30.0
2763      Count = 3
2764      Disposition = SEND_IT_FLYING
2765      DispositionIntensity = 3
2766      BounceSound       = BuildingDebris
2767    End
2768    CreateDebris
2769      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2770      Offset = X:-15 Y:-33 Z:20
2771      Mass = 30.0
2772      Count = 3
2773      Disposition = SEND_IT_FLYING
2774      DispositionIntensity = 3
2775      BounceSound       = BuildingDebris
2776    End
2777    CreateDebris
2778      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2779      Offset = X:-45 Y:-11 Z:20
2780      Mass = 30.0
2781      Count = 10
2782      Disposition = SEND_IT_FLYING
2783      DispositionIntensity = 3
2784      BounceSound       = BuildingDebris
2785    End
2786    CreateDebris
2787      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2788      Offset = X:-15 Y:11 Z:20
2789      Mass = 30.0
2790      Count = 5
2791      Disposition = SEND_IT_FLYING
2792      DispositionIntensity = 3
2793      BounceSound       = BuildingDebris
2794    End
2795  End
2796  
2797  ; ----------------------------------------------
2798  ObjectCreationList OCL_ABPowerPlantExplode
2799    CreateDebris
2800      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2801      Offset = X:15 Y:15 Z:5
2802      Mass = 30.0
2803      Count = 3
2804      Disposition = SEND_IT_FLYING
2805      DispositionIntensity = 3
2806    End
2807    CreateDebris
2808      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2809      Offset = X:-15 Y:-15 Z:5
2810      Mass = 30.0
2811      Count = 3
2812      Disposition = SEND_IT_FLYING
2813      DispositionIntensity = 3
2814      BounceSound       = BuildingDebris
2815    End
2816    CreateDebris
2817      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2818      Offset = X:-15 Y:15 Z:5
2819      Mass = 30.0
2820      Count = 3
2821      Disposition = SEND_IT_FLYING
2822      DispositionIntensity = 3
2823      BounceSound       = BuildingDebris
2824    End
2825    CreateDebris
2826      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2827      Offset = X:15 Y:-15 Z:5
2828      Mass = 30.0
2829      Count = 3
2830      Disposition = SEND_IT_FLYING
2831      DispositionIntensity = 3
2832      BounceSound       = BuildingDebris
2833    End
2834    CreateDebris
2835      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2836      Offset = X:15 Y:15 Z:15
2837  
2838      Mass = 30.0
2839      Count = 3
2840      Disposition = SEND_IT_FLYING
2841      DispositionIntensity = 3
2842      BounceSound       = BuildingDebris
2843    End
2844    CreateDebris
2845      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2846      Offset = X:-15 Y:-15 Z:15
2847      Mass = 30.0
2848      Count = 3
2849      Disposition = SEND_IT_FLYING
2850      DispositionIntensity = 3
2851      BounceSound       = BuildingDebris
2852    End
2853    CreateDebris
2854      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2855      Offset = X:-15 Y:15 Z:15
2856      Mass = 30.0
2857      Count = 3
2858      Disposition = SEND_IT_FLYING
2859      DispositionIntensity = 3
2860      BounceSound       = BuildingDebris
2861    End
2862    CreateDebris
2863      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2864      Offset = X:15 Y:-15 Z:15
2865      Mass = 30.0
2866      Count = 3
2867      Disposition = SEND_IT_FLYING
2868      DispositionIntensity = 3
2869      BounceSound       = BuildingDebris
2870    End
2871    CreateDebris
2872      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2873      Offset = X:0 Y:0 Z:25
2874      Mass = 30.0
2875      Count = 10
2876      Disposition = SEND_IT_FLYING
2877      DispositionIntensity = 3
2878      BounceSound       = BuildingDebris
2879    End
2880    CreateDebris
2881      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2882      Offset = X:0 Y:0 Z:40
2883      Mass = 30.0
2884      Count = 5
2885      Disposition = SEND_IT_FLYING
2886      DispositionIntensity = 3
2887      BounceSound       = BuildingDebris
2888    End
2889  End
2890  
2891  ; ----------------------------------------------------------------------------
2892  ObjectCreationList OCL_ABStingerSiteDebris
2893    CreateDebris
2894      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2895      Offset = X:15 Y:-15 Z:5
2896      Mass = 20.0
2897      Count = 3
2898      Disposition = SEND_IT_FLYING
2899      DispositionIntensity = 3
2900      BounceSound       = BuildingDebris
2901    End
2902    CreateDebris
2903      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2904      Offset = X:-15 Y:15 Z:5
2905      Mass = 20.0
2906      Count = 3
2907      Disposition = SEND_IT_FLYING
2908      DispositionIntensity = 3
2909      BounceSound       = BuildingDebris
2910    End
2911    CreateDebris
2912      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2913      Offset = X:-15 Y:-15 Z:5
2914      Mass = 20.0
2915      Count = 3
2916      Disposition = SEND_IT_FLYING
2917      DispositionIntensity = 3
2918      BounceSound       = BuildingDebris
2919    End
2920    CreateDebris
2921      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2922      Offset = X:15 Y:15 Z:5
2923      Mass = 20.0
2924      Count = 3
2925      Disposition = SEND_IT_FLYING
2926      DispositionIntensity = 3
2927      BounceSound       = BuildingDebris
2928    End
2929    CreateDebris
2930      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2931      Offset = X:0 Y:0 Z:20
2932      Mass = 20.0
2933      Count = 5
2934      Disposition = SEND_IT_FLYING
2935      DispositionIntensity = 5
2936      BounceSound       = BuildingDebris
2937    End
2938  End
2939  
2940  ; ----------------------------------------------------------------------------
2941  ObjectCreationList OCL_ABTunnelNetworkDebris
2942    CreateDebris
2943      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2944      Offset = X:15 Y:-15 Z:0
2945      Mass = 20.0
2946      Count = 2
2947      Disposition = SEND_IT_FLYING
2948      DispositionIntensity = 3
2949    End
2950    CreateDebris
2951      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2952      Offset = X:-15 Y:15 Z:0
2953      Mass = 20.0
2954      Count = 2
2955      Disposition = SEND_IT_FLYING
2956      DispositionIntensity = 3
2957      BounceSound       = BuildingDebris
2958    End
2959    CreateDebris
2960      ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
2961      Offset = X:-15 Y:-15 Z:0
2962      Mass = 20.0
2963      Count = 2
2964      Disposition = SEND_IT_FLYING
2965      DispositionIntensity = 3
2966      BounceSound       = BuildingDebris
2967    End
2968    CreateDebris
2969      ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
2970      Offset = X:15 Y:15 Z:0
2971      Mass = 20.0
2972      Count = 2
2973      Disposition = SEND_IT_FLYING
2974      DispositionIntensity = 3
2975      BounceSound       = BuildingDebris
2976    End
2977    CreateDebris
2978      ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
2979      Offset = X:0 Y:0 Z:15
2980      Mass = 20.0
2981      Count = 5
2982      Disposition = SEND_IT_FLYING
2983      DispositionIntensity = 5
2984      BounceSound       = BuildingDebris
2985    End
2986  End
2987  
2988  
2989  ; ----------------------------------------------------------------------------
2990  ; GLA Death
2991  ; ----------------------------------------------------------------------------
2992  ObjectCreationList OCL_TechnicalAirDeathStart
2993    ApplyRandomForce
2994      MinForceMagnitude = 60
2995      MaxForceMagnitude = 100
2996      MinForcePitch = 70
2997      MaxForcePitch = 90
2998      SpinRate = 120
2999    End
3000    CreateDebris
3001      ModelNames = UITech_Man_SKN
3002      AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
3003      AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
3004      AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
3005      FXFinal = FX_TechnicalGunnerHitsGround
3006      OkToChangeModelColor = Yes
3007      IgnorePrimaryObstacle = Yes
3008      Mass = 5.0
3009      Disposition = RANDOM_FORCE
3010      OrientInForceDirection = Yes
3011      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3012      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3013      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3014      MinForceMagnitude = 12
3015      MaxForceMagnitude = 15
3016      MinForcePitch = 70
3017      MaxForcePitch = 80
3018    End
3019  End
3020  
3021  ; ----------------------------------------------------------------------------
3022  ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart
3023    ApplyRandomForce
3024      MinForceMagnitude = 100
3025      MaxForceMagnitude = 100
3026      MinForcePitch = 90
3027      MaxForcePitch = 90
3028      SpinRate = 120
3029    End
3030    CreateDebris
3031      ModelNames = UITech_Man_SKN
3032      AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
3033      AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
3034      AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
3035      FXFinal = FX_TechnicalGunnerHitsGround
3036      OkToChangeModelColor = Yes
3037      IgnorePrimaryObstacle = Yes
3038      Mass = 5.0
3039      Disposition = RANDOM_FORCE
3040      OrientInForceDirection = Yes
3041      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3042      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3043      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3044      MinForceMagnitude = 12
3045      MaxForceMagnitude = 15
3046      MinForcePitch = 70
3047      MaxForcePitch = 80
3048    End
3049  End
3050  
3051  ; ----------------------------------------------------------------------------
3052  ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart02
3053    ApplyRandomForce
3054      MinForceMagnitude = 10
3055      MaxForceMagnitude = 10
3056      MinForcePitch = 90
3057      MaxForcePitch = 90
3058      SpinRate = 120
3059    End
3060    CreateDebris
3061      ModelNames = UITech_Man_SKN
3062      AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
3063      AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
3064      AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
3065      FXFinal = FX_TechnicalGunnerHitsGround
3066      OkToChangeModelColor = Yes
3067      IgnorePrimaryObstacle = Yes
3068      Mass = 5.0
3069      Disposition = RANDOM_FORCE
3070      OrientInForceDirection = Yes
3071      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3072      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3073      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3074      MinForceMagnitude = 12
3075      MaxForceMagnitude = 15
3076      MinForcePitch = 70
3077      MaxForcePitch = 80
3078    End
3079  End
3080  
3081  ; ----------------------------------------------------------------------------
3082  ObjectCreationList OCL_WorkerFlyingOffBikeDeathStart
3083    ApplyRandomForce
3084      MinForceMagnitude = 60
3085      MaxForceMagnitude = 100
3086      MinForcePitch = 70
3087      MaxForcePitch = 90
3088      SpinRate = 120
3089    End
3090    CreateDebris
3091      ModelNames = UIWRKR_SKN
3092      AnimationSet = UIWRKR_SKL.UIWRKR_ADTE1 UIWRKR_SKL.UIWRKR_ADTE2 UIWRKR_SKL.UIWRKR_ADTE3
3093      FXFinal = FX_TechnicalGunnerHitsGround
3094      OkToChangeModelColor = Yes
3095      IgnorePrimaryObstacle = Yes
3096      Mass = 5.0
3097      Disposition = RANDOM_FORCE INHERIT_VELOCITY
3098      OrientInForceDirection = Yes
3099      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3100      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3101      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3102      MinForceMagnitude = 12
3103      MaxForceMagnitude = 15
3104      MinForcePitch = 70
3105      MaxForcePitch = 80
3106    End
3107  End
3108  
3109  ; ----------------------------------------------------------------------------
3110  ObjectCreationList OCL_RebelFlyingOffBikeDeathStart
3111    ApplyRandomForce
3112      MinForceMagnitude = 60
3113      MaxForceMagnitude = 100
3114      MinForcePitch = 70
3115      MaxForcePitch = 90
3116      SpinRate = 120
3117    End
3118    CreateDebris
3119      ModelNames = UITech_Man_SKN
3120      AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
3121      AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
3122      AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
3123      FXFinal = FX_TechnicalGunnerHitsGround
3124      OkToChangeModelColor = Yes
3125      IgnorePrimaryObstacle = Yes
3126      Mass = 5.0
3127      Disposition = RANDOM_FORCE INHERIT_VELOCITY
3128      OrientInForceDirection = Yes
3129      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3130      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3131      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3132      MinForceMagnitude = 12
3133      MaxForceMagnitude = 15
3134      MinForcePitch = 70
3135      MaxForcePitch = 80
3136    End
3137  End
3138  
3139  ; ----------------------------------------------------------------------------
3140  ObjectCreationList OCL_TunnelDefenderFlyingOffBikeDeathStart
3141    ApplyRandomForce
3142      MinForceMagnitude = 60
3143      MaxForceMagnitude = 100
3144      MinForcePitch = 70
3145      MaxForcePitch = 90
3146      SpinRate = 120
3147    End
3148    CreateDebris
3149      ModelNames = UITunF_SKN
3150      AnimationSet = UITunF_SKL.UITunF_ADTA1 UITunF_SKL.UITunF_ADTA2 UITunF_SKL.UITunF_ADTA3
3151      AnimationSet = UITunF_SKL.UITunF_ADTE1 UITunF_SKL.UITunF_ADTE2 UITunF_SKL.UITunF_ADTE3
3152      AnimationSet = UITunF_SKL.UITunF_ADTF1 UITunF_SKL.UITunF_ADTF2 UITunF_SKL.UITunF_ADTF3
3153      FXFinal = FX_TechnicalGunnerHitsGround
3154      OkToChangeModelColor = Yes
3155      IgnorePrimaryObstacle = Yes
3156      Mass = 5.0
3157      Disposition = RANDOM_FORCE INHERIT_VELOCITY
3158      OrientInForceDirection = Yes
3159      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3160      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3161      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3162      MinForceMagnitude = 12
3163      MaxForceMagnitude = 15
3164      MinForcePitch = 70
3165      MaxForcePitch = 80
3166    End
3167  End
3168  
3169  ; ----------------------------------------------------------------------------
3170  ObjectCreationList OCL_JarmenKellFlyingOffBikeDeathStart
3171    ApplyRandomForce
3172      MinForceMagnitude = 60
3173      MaxForceMagnitude = 100
3174      MinForcePitch = 70
3175      MaxForcePitch = 90
3176      SpinRate = 120
3177    End
3178    CreateDebris
3179      ModelNames = UIHERO_SKN
3180      AnimationSet = UIHERO_SKL.UIHERO_ADTG21 UIHERO_SKL.UIHERO_ADTG22 UIHERO_SKL.UIHERO_ADTG23
3181      FXFinal = FX_TechnicalGunnerHitsGround
3182      OkToChangeModelColor = Yes
3183      IgnorePrimaryObstacle = Yes
3184      Mass = 5.0
3185      Disposition = RANDOM_FORCE INHERIT_VELOCITY
3186      OrientInForceDirection = Yes
3187      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3188      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3189      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3190      MinForceMagnitude = 12
3191      MaxForceMagnitude = 15
3192      MinForcePitch = 70
3193      MaxForcePitch = 80
3194    End
3195  End
3196  
3197  ; ----------------------------------------------------------------------------
3198  ObjectCreationList OCL_TerroristFlyingOffBikeDeathStart
3199    ApplyRandomForce
3200      MinForceMagnitude = 60
3201      MaxForceMagnitude = 100
3202      MinForcePitch = 70
3203      MaxForcePitch = 90
3204      SpinRate = 120
3205    End
3206    CreateDebris
3207      ModelNames = UITRST_SKN
3208      AnimationSet = UITRST_SKL.UITRST_ADTE1 UITRST_SKL.UITRST_ADTE2 UITRST_SKL.UITRST_ADTE3
3209      FXFinal = FX_TechnicalGunnerHitsGround
3210      OkToChangeModelColor = Yes
3211      IgnorePrimaryObstacle = Yes
3212      Mass = 5.0
3213      Disposition = RANDOM_FORCE INHERIT_VELOCITY
3214      OrientInForceDirection = Yes
3215      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3216      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3217      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3218      MinForceMagnitude = 12
3219      MaxForceMagnitude = 15
3220      MinForcePitch = 70
3221      MaxForcePitch = 80
3222    End
3223  End
3224  
3225  ; ----------------------------------------------------------------------------
3226  ObjectCreationList OCL_HijackerFlyingOffBikeDeathStart
3227    ApplyRandomForce
3228      MinForceMagnitude = 60
3229      MaxForceMagnitude = 100
3230      MinForcePitch = 70
3231      MaxForcePitch = 90
3232      SpinRate = 120
3233    End
3234    CreateDebris
3235      ModelNames = UIHJCK_SKN
3236      AnimationSet = UIHJCK_SKL.UIHJCK_ADTE1 UIHJCK_SKL.UIHJCK_ADTE2 UIHJCK_SKL.UIHJCK_ADTE3
3237      FXFinal = FX_TechnicalGunnerHitsGround
3238      OkToChangeModelColor = Yes
3239      IgnorePrimaryObstacle = Yes
3240      Mass = 5.0
3241      Disposition = RANDOM_FORCE INHERIT_VELOCITY
3242      OrientInForceDirection = Yes
3243      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3244      ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
3245      ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3246      MinForceMagnitude = 12
3247      MaxForceMagnitude = 15
3248      MinForcePitch = 70
3249      MaxForcePitch = 80
3250    End
3251  End
3252  
3253  
3254  ; ----------------------------------------------------------------------------
3255  ; GLA Terrorist Suicide-bomber Death (the high version)
3256  ; ----------------------------------------------------------------------------
3257  ObjectCreationList OCL_TerroristDeathHigh
3258    ApplyRandomForce
3259      MinForceMagnitude = 50
3260      MaxForceMagnitude = 70
3261      MinForcePitch = 100
3262      MaxForcePitch = 130
3263      SpinRate = 120
3264    End
3265    CreateDebris
3266      ModelNames = UITRST_SKN
3267      AnimationSet = UITRST_SKL.UITRST_DTB1 UITRST_SKL.UITRST_DTB2 UITRST_SKL.UITRST_DTB3
3268      FXFinal = FX_TechnicalGunnerHitsGround
3269      OkToChangeModelColor = Yes
3270      IgnorePrimaryObstacle = Yes
3271      Mass = 5.0
3272      Disposition = RANDOM_FORCE
3273      OrientInForceDirection = Yes
3274      ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
3275      ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
3276      MinForceMagnitude = 12
3277      MaxForceMagnitude = 15
3278      MinForcePitch = 100
3279      MaxForcePitch = 130
3280    End
3281  End
3282  
3283  ; ----------------------------------------------------------------------------
3284  ; GLARocketBuggy Death
3285  ; ----------------------------------------------------------------------------
3286  ObjectCreationList OCL_RocketBuggyAirDeathStart
3287    CreateObject
3288      ObjectNames = GLARocketBuggyFullDebris
3289      Disposition = RANDOM_FORCE
3290      MinForceMagnitude = 100
3291      MaxForceMagnitude = 200
3292      MinForcePitch = 70
3293      MaxForcePitch = 90
3294      SpinRate = 180
3295    End
3296  End
3297  
3298  ; ----------------------------------------------------------------------------
3299  ObjectCreationList OCL_RocketBuggyAirDeath
3300    CreateDebris
3301      ModelNames = UVRockBug_D2 ;Tire
3302      Mass = 2.0
3303      ExtraBounciness = 0.1  ; positive makes it extra bouncy, negative makes it less bouncy
3304      Count = 4
3305      Disposition = RANDOM_FORCE
3306      MinForceMagnitude = 4
3307      MaxForceMagnitude = 6
3308      MinForcePitch = 0
3309      MaxForcePitch = 360
3310      SpinRate = 180
3311    End
3312    CreateDebris
3313      ModelNames = UVRockBug_D3 ; scrap
3314      Mass = 4.0
3315      ExtraBounciness = -0.15  ; positive makes it extra bouncy, negative makes it less bouncy
3316      Count = 8
3317      Disposition = RANDOM_FORCE
3318      MinForceMagnitude = 4
3319      MaxForceMagnitude = 6
3320      MinForcePitch = 0
3321      MaxForcePitch = 360
3322      SpinRate = 180
3323      BounceSound = VehicleDebris
3324    End
3325  End
3326  
3327  
3328  ; ----------------------------------------------
3329  ObjectCreationList OCL_BuggyRocketScatter
3330    CreateObject
3331      ObjectNames = RocketBuggyMissileDebris
3332      Count = 5
3333      Disposition = RANDOM_FORCE
3334      MinForceMagnitude = 40
3335      MaxForceMagnitude = 60
3336      MinForcePitch = 70
3337      MaxForcePitch = 90
3338    End
3339  End
3340  
3341  ; ----------------------------------------------------------------------------
3342  ; GLARocketBuggy Death
3343  ; ----------------------------------------------------------------------------
3344  ObjectCreationList OCL_CombatBikeAirDeathStart
3345    CreateObject
3346      ObjectNames = GLACombatBikeFullDebris
3347      Disposition = RANDOM_FORCE
3348      MinForceMagnitude = 100
3349      MaxForceMagnitude = 200
3350      MinForcePitch = 70
3351      MaxForcePitch = 90
3352      SpinRate = 180
3353    End
3354  End
3355  
3356  ; ----------------------------------------------------------------------------
3357  ObjectCreationList OCL_CombatBikeAirDeath
3358    CreateDebris
3359      ModelNames = UVComBike_D2 ;Tire
3360      Offset = X:8.73 Y:-2.204 Z:2.345
3361      Mass = 2.0
3362      ExtraBounciness = 0.1  ; positive makes it extra bouncy, negative makes it less bouncy
3363      Count = 2
3364      Disposition = RANDOM_FORCE
3365      MinForceMagnitude = 4
3366      MaxForceMagnitude = 6
3367      MinForcePitch = 0
3368      MaxForcePitch = 360
3369      SpinRate = 180
3370    End
3371    CreateDebris
3372      ModelNames = UVComBike_D3 ; scrap
3373      Offset = X:-3.579 Y:-0.653 Z:3.326
3374      Mass = 2.0
3375      ExtraBounciness = -0.15  ; positive makes it extra bouncy, negative makes it less bouncy
3376      Count = 2
3377      Disposition = RANDOM_FORCE
3378      MinForceMagnitude = 4
3379      MaxForceMagnitude = 6
3380      MinForcePitch = 0
3381      MaxForcePitch = 360
3382      SpinRate = 180
3383      BounceSound = VehicleDebris
3384    End
3385  End
3386  
3387  ; ----------------------------------------------
3388  ObjectCreationList OCL_CombatBike_ToppledHulk
3389    CreateObject
3390      ObjectNames = GLACombatBikeToppledHulk
3391      Disposition = LIKE_EXISTING
3392    End
3393  End
3394  
3395  ; ----------------------------------------------
3396  ObjectCreationList OCL_BurnedCarHull
3397    CreateDebris
3398      ModelNames = CVCarHulk
3399      Mass = 50.0
3400      Disposition = RANDOM_FORCE
3401      MinForceMagnitude = 100
3402      MaxForceMagnitude = 200
3403      MinForcePitch = 85
3404      MaxForcePitch = 90
3405      SpinRate = 200
3406      BounceSound = DebrisBigMetal
3407    End
3408  End
3409  
3410  ; ----------------------------------------------
3411  ObjectCreationList OCL_CarWallExplode
3412    CreateDebris
3413      ModelNames = CVCarHulk
3414      Offset = X:10 Y:0 Z:2
3415      Mass = 50.0
3416      Disposition = RANDOM_FORCE
3417      MinForceMagnitude = 20
3418      MaxForceMagnitude = 30
3419      MinForcePitch = 85
3420      MaxForcePitch = 90
3421      SpinRate = 100
3422    End
3423    CreateDebris
3424      ModelNames = CVCarHulk
3425      Offset = X:0 Y:0 Z:2
3426      Mass = 50.0
3427      Disposition = RANDOM_FORCE
3428      MinForceMagnitude = 20
3429      MaxForceMagnitude = 30
3430      MinForcePitch = 85
3431      MaxForcePitch = 90
3432      SpinRate = 100
3433    End
3434    CreateDebris
3435      ModelNames = CVCarHulk
3436      Offset = X:-10 Y:0 Z:2
3437      Mass = 50.0
3438      Disposition = RANDOM_FORCE
3439      MinForceMagnitude = 20
3440      MaxForceMagnitude = 30
3441      MinForcePitch = 85
3442      MaxForcePitch = 90
3443      SpinRate = 100
3444    End
3445  End
3446  
3447  ; -----------------------------------------------------------------------------
3448  ObjectCreationList OCL_BurningEmbers
3449    CreateObject
3450      ObjectNames       = BurningEmber
3451      Offset            = X:0 Y:0 Z:20
3452      Count             = 1
3453      Disposition       = RANDOM_FORCE
3454      MinForceMagnitude = 2
3455      MaxForceMagnitude = 4
3456      MinForcePitch     = 60
3457      MaxForcePitch     = 70
3458      ExtraBounciness   = -1.0  ; we don't want this guy to bounce at all.
3459      ExtraFriction     = 30  ; or slide  (friction/sec)
3460    End
3461  End
3462  
3463  ; -----------------------------------------------------------------------------
3464  ObjectCreationList OCL_CrusaderTurret
3465    CreateDebris
3466      ModelNames        = AVLeopard_D2
3467      Offset            = X:0.491 Y:0.028 Z:7.717
3468      Count             = 1
3469      Mass              = 50.0
3470      Disposition       = RANDOM_FORCE
3471      MinForceMagnitude = 100
3472      MaxForceMagnitude = 150
3473      MinForcePitch     = 85
3474      MaxForcePitch     = 90
3475      SpinRate          = 300
3476      BounceSound = DebrisBigMetal
3477    End
3478    CreateDebris
3479      ModelNames        = AVLeopard_D3
3480      Offset            = X:15.684 Y:0.942 Z:8.729
3481      Count             = 1
3482      Mass              = 50.0
3483      Disposition       = RANDOM_FORCE
3484      MinForceMagnitude = 100
3485      MaxForceMagnitude = 150
3486      MinForcePitch     = 85
3487      MaxForcePitch     = 90
3488      SpinRate          = 300
3489      BounceSound = DebrisBigMetal
3490    End
3491  
3492  End
3493  
3494  ; -----------------------------------------------------------------------------
3495  ObjectCreationList OCL_OverlordTurret
3496    CreateDebris
3497      ModelNames        = AVCrusader_D2
3498      Count             = 1
3499      Mass              = 60.0
3500      Disposition       = RANDOM_FORCE
3501      MinForceMagnitude = 150
3502      MaxForceMagnitude = 225
3503      MinForcePitch     = 85
3504      MaxForcePitch     = 90
3505      SpinRate          = 200
3506      BounceSound = DebrisBigMetal
3507    End
3508  
3509  End
3510  
3511  ; -----------------------------------------------------------------------------
3512  ObjectCreationList OCL_OverlordGattlingCannon
3513    CreateObject
3514      ObjectNames       = ChinaTankOverlordGattlingCannon
3515      Count             = 1
3516      ContainInsideSourceObject = Yes
3517    End
3518  End
3519  
3520  ; -----------------------------------------------------------------------------
3521  ObjectCreationList OCL_OverlordPropagandaTower
3522    CreateObject
3523      ObjectNames       = ChinaTankOverlordPropagandaTower
3524      Count             = 1
3525      ContainInsideSourceObject = Yes
3526    End
3527  End
3528  
3529  ; -----------------------------------------------------------------------------
3530  ObjectCreationList OCL_OverlordBattleBunker
3531    CreateObject
3532      ObjectNames       = ChinaTankOverlordBattleBunker
3533      Count             = 1
3534      ContainInsideSourceObject = Yes
3535    End
3536  End
3537  
3538  ; -----------------------------------------------------------------------------
3539  ; -----------------------------------------------------------------------------
3540  ObjectCreationList OCL_HelixGattlingCannon
3541    CreateObject
3542      ObjectNames       = ChinaHelixGattlingCannon
3543      Count             = 1
3544      ContainInsideSourceObject = Yes
3545    End
3546  End
3547  
3548  ; -----------------------------------------------------------------------------
3549  ObjectCreationList OCL_HelixPropagandaTower
3550    CreateObject
3551      ObjectNames       = ChinaHelixPropagandaTower
3552      Count             = 1
3553      ContainInsideSourceObject = Yes
3554    End
3555  End
3556  
3557  ; -----------------------------------------------------------------------------
3558  ObjectCreationList OCL_HelixBattleBunker
3559    CreateObject
3560      ObjectNames       = ChinaHelixBattleBunker
3561      Count             = 1
3562      ContainInsideSourceObject = Yes
3563    End
3564  End
3565  
3566  ; -----------------------------------------------------------------------------
3567  ; -----------------------------------------------------------------------------
3568  ObjectCreationList OCL_DragonDebris
3569    CreateDebris
3570      ModelNames        = NVDragon_D2
3571      Offset            = X:-5.699 Y:3.342 Z:4.488
3572      Count             = 1
3573      Mass              = 3.5
3574      Disposition       = SEND_IT_FLYING
3575      DispositionIntensity  = 1
3576      BounceSound       = VehicleDebris
3577    End
3578    CreateDebris
3579      ModelNames        = NVDragon_D2
3580      Offset            = X:-5.699 Y:-3.738 Z:4.488
3581      Count             = 1
3582      Mass              = 40
3583      Disposition       = RANDOM_FORCE
3584      MinForceMagnitude = 80
3585      MaxForceMagnitude = 100
3586      SpinRate          = 180
3587      MinForcePitch     = 75
3588      MaxForcePitch     = 90
3589    End
3590    CreateDebris
3591      ModelNames        = NVDragon_D2
3592      Offset            = X:-7.364 Y:0.0 Z:8.32
3593      Count             = 1
3594      Mass              = 3.5
3595      Disposition       = SEND_IT_FLYING
3596      DispositionIntensity  = 1
3597      BounceSound       = VehicleDebris
3598    End
3599    CreateDebris
3600      ModelNames        = NVDragon_D3
3601      Offset            = X:3.655 Y:0.0 Z:11.703
3602      Count             = 1
3603      Mass              = 4.0
3604      Disposition       = SEND_IT_FLYING
3605      DispositionIntensity  = 1
3606      BounceSound       = VehicleDebris
3607    End
3608    CreateObject
3609      ObjectNames       = ChinaTankDragonDeadHull
3610      Offset            = X:0.0 Y:0.0 Z:0.0
3611      Count             = 1
3612      Disposition       = RANDOM_FORCE
3613    End
3614  End
3615  
3616  ; ----------------------------------------------
3617  ObjectCreationList OCL_StructureToppleInitial
3618    CreateDebris
3619      ModelNames = CVGeneric_X01
3620      Offset = X:6.7 Y:2.098 Z:2.972
3621      Mass = 1.2
3622      Count = 1
3623      Disposition = SEND_IT_FLYING
3624      DispositionIntensity = 1.0
3625    End
3626    CreateDebris
3627      ModelNames = CVGeneric_X02
3628      Offset = X:6.824 Y:-0.988 Z:2.972
3629      Mass = 1.2
3630      Count = 1
3631      Disposition = SEND_IT_FLYING
3632      DispositionIntensity = 1.0
3633    End
3634    CreateDebris
3635      ModelNames = CVGeneric_X03
3636      Offset = X:-7.314 Y:-1.325 Z:4.546
3637      Mass = 1.2
3638      Count = 1
3639      Disposition = SEND_IT_FLYING
3640      DispositionIntensity = 1.0
3641    End
3642    CreateDebris
3643      ModelNames = CVGeneric_X04
3644      Offset = X:5.804 Y:-3.499 Z:1.245
3645      Mass = 1.2
3646      Count = 1
3647      Disposition = SEND_IT_FLYING
3648      DispositionIntensity = 1.0
3649    End
3650    CreateDebris
3651      ModelNames = CVGeneric_X05
3652      Offset = X:5.815 Y:3.508 Z:1.245
3653      Mass = 1.2
3654      Count = 1
3655      Disposition = SEND_IT_FLYING
3656      DispositionIntensity = 1.0
3657    End
3658    CreateDebris
3659      ModelNames = CVGeneric_X06
3660      Offset = X:-7.615 Y:-3.508 Z:1.245
3661      Mass = 1.2
3662      Count = 1
3663      Disposition = SEND_IT_FLYING
3664      DispositionIntensity = 1.0
3665    End
3666    CreateDebris
3667      ModelNames = CVGeneric_X07
3668      Offset = X:-8.281 Y:1.964 Z:3.926
3669      Mass = 1.2
3670      Count = 1
3671      Disposition = SEND_IT_FLYING
3672      DispositionIntensity = 1.0
3673    End
3674  End
3675  
3676  ; ----------------------------------------------
3677  ObjectCreationList OCL_StructureToppleDelay
3678    CreateDebris
3679      ModelNames = CVGeneric_X01
3680      Offset = X:6.7 Y:2.098 Z:2.972
3681      Mass = 1.2
3682      Count = 1
3683      Disposition = SEND_IT_FLYING
3684      DispositionIntensity = 0.5
3685    End
3686    CreateDebris
3687      ModelNames = CVGeneric_X02
3688      Offset = X:6.824 Y:-0.988 Z:2.972
3689      Mass = 1.2
3690      Count = 1
3691      Disposition = SEND_IT_FLYING
3692      DispositionIntensity = 0.5
3693    End
3694    CreateDebris
3695      ModelNames = CVGeneric_X03
3696      Offset = X:-7.314 Y:-1.325 Z:4.546
3697      Mass = 1.2
3698      Count = 1
3699      Disposition = SEND_IT_FLYING
3700      DispositionIntensity = 0.5
3701    End
3702    CreateDebris
3703      ModelNames = CVGeneric_X04
3704      Offset = X:5.804 Y:-3.499 Z:1.245
3705      Mass = 1.2
3706      Count = 1
3707      Disposition = SEND_IT_FLYING
3708      DispositionIntensity = 0.5
3709    End
3710    CreateDebris
3711      ModelNames = CVGeneric_X05
3712      Offset = X:5.815 Y:3.508 Z:1.245
3713      Mass = 1.2
3714      Count = 1
3715      Disposition = SEND_IT_FLYING
3716      DispositionIntensity = 0.5
3717    End
3718    CreateDebris
3719      ModelNames = CVGeneric_X06
3720      Offset = X:-7.615 Y:-3.508 Z:1.245
3721      Mass = 1.2
3722      Count = 1
3723      Disposition = SEND_IT_FLYING
3724      DispositionIntensity = 0.5
3725    End
3726    CreateDebris
3727      ModelNames = CVGeneric_X07
3728      Offset = X:-8.281 Y:1.964 Z:3.926
3729      Mass = 1.2
3730      Count = 1
3731      Disposition = SEND_IT_FLYING
3732      DispositionIntensity = 0.5
3733    End
3734  End
3735  
3736  ; ----------------------------------------------
3737  ObjectCreationList OCL_StructureToppleCrush
3738    CreateDebris
3739      ModelNames = CVGeneric_X01
3740      Offset = X:6.7 Y:2.098 Z:2.972
3741      Mass = 1.2
3742      Count = 1
3743      Disposition = SEND_IT_FLYING
3744      DispositionIntensity = 0.8
3745    End
3746    CreateDebris
3747      ModelNames = CVGeneric_X02
3748      Offset = X:6.824 Y:-0.988 Z:2.972
3749      Mass = 1.2
3750      Count = 1
3751      Disposition = SEND_IT_FLYING
3752      DispositionIntensity = 0.8
3753    End
3754    CreateDebris
3755      ModelNames = CVGeneric_X03
3756      Offset = X:-7.314 Y:-1.325 Z:4.546
3757      Mass = 1.2
3758      Count = 1
3759      Disposition = SEND_IT_FLYING
3760      DispositionIntensity = 0.8
3761    End
3762  End
3763  
3764  ; ----------------------------------------------
3765  ObjectCreationList OCL_StructureCollapseInitial
3766    CreateDebris
3767      ModelNames = CVGeneric_X01
3768      Offset = X:6.7 Y:2.098 Z:2.972
3769      Mass = 1.2
3770      Count = 1
3771      Disposition = SEND_IT_FLYING
3772      DispositionIntensity = 1.0
3773    End
3774    CreateDebris
3775      ModelNames = CVGeneric_X02
3776      Offset = X:6.824 Y:-0.988 Z:2.972
3777      Mass = 1.2
3778      Count = 1
3779      Disposition = SEND_IT_FLYING
3780      DispositionIntensity = 1.0
3781    End
3782    CreateDebris
3783      ModelNames = CVGeneric_X03
3784      Offset = X:-7.314 Y:-1.325 Z:4.546
3785      Mass = 1.2
3786      Count = 1
3787      Disposition = SEND_IT_FLYING
3788      DispositionIntensity = 1.0
3789    End
3790    CreateDebris
3791      ModelNames = CVGeneric_X04
3792      Offset = X:5.804 Y:-3.499 Z:1.245
3793      Mass = 1.2
3794      Count = 1
3795      Disposition = SEND_IT_FLYING
3796      DispositionIntensity = 1.0
3797    End
3798    CreateDebris
3799      ModelNames = CVGeneric_X05
3800      Offset = X:5.815 Y:3.508 Z:1.245
3801      Mass = 1.2
3802      Count = 1
3803      Disposition = SEND_IT_FLYING
3804      DispositionIntensity = 1.0
3805    End
3806    CreateDebris
3807      ModelNames = CVGeneric_X06
3808      Offset = X:-7.615 Y:-3.508 Z:1.245
3809      Mass = 1.2
3810      Count = 1
3811      Disposition = SEND_IT_FLYING
3812      DispositionIntensity = 1.0
3813    End
3814    CreateDebris
3815      ModelNames = CVGeneric_X07
3816      Offset = X:-8.281 Y:1.964 Z:3.926
3817      Mass = 1.2
3818      Count = 1
3819      Disposition = SEND_IT_FLYING
3820      DispositionIntensity = 1.0
3821    End
3822  End
3823  
3824  ; ----------------------------------------------
3825  ObjectCreationList OCL_StructureCollapseDelay
3826    CreateDebris
3827      ModelNames = CVGeneric_X01
3828      Offset = X:6.7 Y:2.098 Z:2.972
3829      Mass = 1.2
3830      Count = 1
3831      Disposition = SEND_IT_FLYING
3832      DispositionIntensity = 0.5
3833    End
3834    CreateDebris
3835      ModelNames = CVGeneric_X02
3836      Offset = X:6.824 Y:-0.988 Z:2.972
3837      Mass = 1.2
3838      Count = 1
3839      Disposition = SEND_IT_FLYING
3840      DispositionIntensity = 0.5
3841    End
3842    CreateDebris
3843      ModelNames = CVGeneric_X03
3844      Offset = X:-7.314 Y:-1.325 Z:4.546
3845  
3846      Mass = 1.2
3847      Count = 1
3848      Disposition = SEND_IT_FLYING
3849      DispositionIntensity = 0.5
3850    End
3851    CreateDebris
3852      ModelNames = CVGeneric_X04
3853      Offset = X:5.804 Y:-3.499 Z:1.245
3854      Mass = 1.2
3855      Count = 1
3856      Disposition = SEND_IT_FLYING
3857      DispositionIntensity = 0.5
3858    End
3859    CreateDebris
3860      ModelNames = CVGeneric_X05
3861      Offset = X:5.815 Y:3.508 Z:1.245
3862      Mass = 1.2
3863      Count = 1
3864      Disposition = SEND_IT_FLYING
3865      DispositionIntensity = 0.5
3866    End
3867    CreateDebris
3868      ModelNames = CVGeneric_X06
3869      Offset = X:-7.615 Y:-3.508 Z:1.245
3870      Mass = 1.2
3871      Count = 1
3872      Disposition = SEND_IT_FLYING
3873      DispositionIntensity = 0.5
3874    End
3875    CreateDebris
3876      ModelNames = CVGeneric_X07
3877      Offset = X:-8.281 Y:1.964 Z:3.926
3878      Mass = 1.2
3879      Count = 1
3880      Disposition = SEND_IT_FLYING
3881      DispositionIntensity = 0.5
3882    End
3883  End
3884  
3885  ; ----------------------------------------------
3886  ObjectCreationList OCL_StructureCollapseFinal
3887    CreateDebris
3888      ModelNames = CVGeneric_X01
3889      Offset = X:6.7 Y:2.098 Z:2.972
3890      Mass = 1.2
3891      Count = 1
3892      Disposition = SEND_IT_FLYING
3893      DispositionIntensity = 0.8
3894    End
3895    CreateDebris
3896      ModelNames = CVGeneric_X02
3897      Offset = X:6.824 Y:-0.988 Z:2.972
3898      Mass = 1.2
3899      Count = 1
3900      Disposition = SEND_IT_FLYING
3901      DispositionIntensity = 0.8
3902    End
3903    CreateDebris
3904      ModelNames = CVGeneric_X03
3905      Offset = X:-7.314 Y:-1.325 Z:4.546
3906      Mass = 1.2
3907      Count = 1
3908      Disposition = SEND_IT_FLYING
3909      DispositionIntensity = 0.8
3910    End
3911  End
3912  
3913  ; -----------------------------------------------------------------------------
3914  ObjectCreationList OCL_ComancheBlades
3915    CreateObject
3916      ObjectNames          = ComancheBlades
3917      Count                = 1
3918      Disposition          = SEND_IT_FLYING
3919      DispositionIntensity = 1.0
3920      SpinRate             = 50
3921      MinLifetime          = 99999999  ; we destroy in the object collide
3922      MaxLifetime          = 99999999  ; with ground module
3923    End
3924  End
3925  
3926  ; -----------------------------------------------------------------------------
3927  ObjectCreationList OCL_HelixBlades
3928    CreateDebris
3929      ModelNames = NVHelix_prop ;Rotor
3930      Mass = 1.7
3931      Count = 1
3932      Disposition = SEND_IT_FLYING
3933      DispositionIntensity = 2.0
3934      YawRate = 360 ; positive spinning rotor
3935      PitchRate = 0
3936      RollRate = 0
3937    End
3938    CreateDebris
3939      ModelNames = NVHelix_prop ;Rotor
3940      Mass = 1.7
3941      Count = 1
3942      Disposition = SEND_IT_FLYING
3943      DispositionIntensity = 2.0
3944      YawRate = -360 ; negative spinning rotor
3945      PitchRate = 0
3946      RollRate = 0
3947    End
3948  End
3949  
3950  
3951  ; -----------------------------------------------------------------------------
3952  ; Helicopter starting death sequence
3953  ; -----------------------------------------------------------------------------
3954  ObjectCreationList OCL_HelicopterStartDeath
3955    CreateDebris
3956      ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
3957      Count = 3
3958      Mass = 5.0
3959      Disposition = SEND_IT_FLYING
3960      DispositionIntensity = 2.5
3961    End
3962  End
3963  
3964  ; -----------------------------------------------------------------------------
3965  ; Helicopter "blade" explosion phase in a chopper spirialing down to death
3966  ; Also, escape pod is ejected
3967  ; -----------------------------------------------------------------------------
3968  ObjectCreationList OCL_HelicopterBladeExplosion
3969    CreateDebris
3970      ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
3971      Count = 3
3972      Mass = 10.0
3973      Disposition = SEND_IT_FLYING
3974      DispositionIntensity = 0.1
3975      ParticleSystem = BuggyDebrisTireTrail    
3976    End
3977    CreateDebris
3978      ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08
3979      Count = 3
3980      Mass = 10.0
3981      Disposition = SEND_IT_FLYING
3982      DispositionIntensity = 0.1
3983    End
3984  End
3985  
3986  ; -----------------------------------------------------------------------------
3987  ; The helicopter hit ground effect
3988  ; -----------------------------------------------------------------------------
3989  ObjectCreationList OCL_HelicopterHitGround
3990    CreateDebris
3991      ModelNames = AVComanche_D5  ; These are the helicopter blades
3992      Count = 4
3993      Mass = 6.0
3994      Disposition = SEND_IT_FLYING
3995      DispositionIntensity = 1.0
3996    End
3997    CreateDebris
3998      ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
3999      Count = 3
4000      Mass = 5.0
4001      Disposition = SEND_IT_FLYING
4002      DispositionIntensity = 1.5
4003    End
4004   
4005  End
4006  
4007  ; -----------------------------------------------------------------------------
4008  ; The helicopter on the ground finally blows up effect
4009  ; -----------------------------------------------------------------------------
4010  ObjectCreationList OCL_GroundedHelicopterBlowUp
4011    CreateDebris
4012      ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
4013      Count = 4
4014      Mass = 5.0
4015      Disposition = SEND_IT_FLYING
4016      DispositionIntensity = 1.5
4017     End
4018    CreateDebris
4019      ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08
4020      Count = 4
4021      Mass = 5.0
4022      Disposition = SEND_IT_FLYING
4023      DispositionIntensity = 1.5
4024     End 
4025    CreateDebris
4026      ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
4027      Count = 4
4028      Mass = 5.0
4029      Disposition = SEND_IT_UP
4030      DispositionIntensity = 1.5
4031     End
4032  End
4033  
4034  ; -----------------------------------------------------------------------------
4035  ; Eject a pilot via placing him the ground near the dead hulk.
4036  ; -----------------------------------------------------------------------------
4037  ObjectCreationList OCL_EjectPilotOnGround
4038    CreateObject
4039      ObjectNames = AmericaInfantryPilot
4040      IgnorePrimaryObstacle = Yes
4041      InheritsVeterancy = Yes
4042      Disposition = RANDOM_FORCE
4043      MinForceMagnitude = 2
4044      MaxForceMagnitude = 3
4045      MinForcePitch = 50
4046      MaxForcePitch = 60
4047      SpinRate = 0
4048      InvulnerableTime = 2000;milliseconds
4049      RequiresLivePlayer = Yes
4050    End
4051  End
4052  
4053  
4054  ; -----------------------------------------------------------------------------
4055  ; Eject a pilot via direct paradrop.
4056  ; -----------------------------------------------------------------------------
4057  ObjectCreationList OCL_EjectPilotViaParachute
4058    CreateObject
4059      ObjectNames = AmericaInfantryPilot
4060      PutInContainer = AmericaParachute
4061      IgnorePrimaryObstacle = Yes
4062      InheritsVeterancy = Yes
4063      Disposition = RANDOM_FORCE
4064      MinForceMagnitude = 10
4065      MaxForceMagnitude = 12
4066      MinForcePitch = 50
4067      MaxForcePitch = 60
4068      SpinRate = 0
4069      InvulnerableTime = 2000;milliseconds
4070      RequiresLivePlayer = Yes
4071    End
4072  End
4073  
4074  ; -----------------------------------------------------------------------------
4075  ; -----------------------------------------------------------------------------
4076  ; -----------------------------------------------------------------------------
4077  ; Eject a cinematic pilot via direct paradrop.
4078  ; -----------------------------------------------------------------------------
4079  ObjectCreationList OCL_CINE_EjectPilotViaParachute
4080    CreateObject
4081      ObjectNames = CINE_AmericaInfantryPilot
4082      PutInContainer = AmericaParachute
4083      IgnorePrimaryObstacle = Yes
4084      InheritsVeterancy = Yes
4085      Disposition = RANDOM_FORCE
4086      MinForceMagnitude = 10
4087      MaxForceMagnitude = 12
4088      MinForcePitch = 50
4089      MaxForcePitch = 60
4090      SpinRate = 0
4091      InvulnerableTime = 2000;milliseconds
4092      RequiresLivePlayer = Yes
4093    End
4094  End
4095  
4096  ; -----------------------------------------------------------------------------
4097  ; -----------------------------------------------------------------------------
4098  ObjectCreationList SUPERWEAPON_DaisyCutter
4099    DeliverPayload
4100      Transport               = AmericaJetB52
4101      StartAtPreferredHeight  = Yes
4102      StartAtMaxSpeed         = Yes
4103      MaxAttempts             = 1
4104      DropOffset              = X:0 Y:0 Z:-10
4105      Payload                 = DaisyCutterBomb
4106      DeliveryDistance        = 140
4107      DeliveryDecalRadius     = 170
4108      DeliveryDecal
4109        Texture           = SCCFuelAirBomb_USA
4110        Style             = SHADOW_ALPHA_DECAL
4111        OpacityMin        = 25%
4112        OpacityMax        = 50%
4113        OpacityThrobTime  = 500
4114        Color             = R:255 G:0 B:0 A:255 
4115        OnlyVisibleToOwningPlayer = Yes
4116      End
4117    End
4118  End
4119  
4120  ; -----------------------------------------------------------------------------
4121  ; -----------------------------------------------------------------------------
4122  ObjectCreationList SUPERWEAPON_MOAB
4123    DeliverPayload
4124      Transport               = AmericaJetB3
4125      StartAtPreferredHeight  = Yes
4126      StartAtMaxSpeed         = Yes
4127      MaxAttempts             = 1
4128      DropOffset              = X:0 Y:0 Z:-10
4129      Payload                 = MOAB
4130      DeliveryDistance        = 160
4131      PreOpenDistance         = 160
4132      DeliveryDecalRadius     = 170
4133      DeliveryDecal
4134        Texture           = SCCFuelAirBomb_USA
4135        Style             = SHADOW_ALPHA_DECAL
4136        OpacityMin        = 25%
4137        OpacityMax        = 50%
4138        OpacityThrobTime  = 500
4139        Color             = R:255 G:0 B:0 A:255 
4140        OnlyVisibleToOwningPlayer = Yes
4141      End
4142    End
4143  End
4144  
4145  ; -----------------------------------------------------------------------------
4146  ; -----------------------------------------------------------------------------
4147  ObjectCreationList SUPERWEAPON_LeafletDrop
4148    DeliverPayload
4149      Transport               = AmericaJetB52
4150      StartAtPreferredHeight  = Yes
4151      StartAtMaxSpeed         = Yes
4152      MaxAttempts             = 1
4153      DropOffset              = X:0 Y:0 Z:-10
4154      Payload                 = LeafletContainer
4155      DeliveryDistance        = 160
4156      DeliveryDecalRadius     = 100
4157      DeliveryDecal
4158        Texture           = SCCFuelAirBomb_USA
4159        Style             = SHADOW_ALPHA_DECAL
4160        OpacityMin        = 25%
4161        OpacityMax        = 50%
4162        OpacityThrobTime  = 500
4163        Color             = R:255 G:255 B:0 A:255 
4164        OnlyVisibleToOwningPlayer = Yes
4165      End
4166    End
4167  End
4168  
4169  
4170  
4171  ; -----------------------------------------------------------------------------
4172  ; -----------------------------------------------------------------------------
4173  ObjectCreationList SUPERWEAPON_NeutronMissile
4174    FireWeapon
4175      Weapon = NeutronMissileWeapon
4176    End
4177  End
4178  
4179  ; -----------------------------------------------------------------------------
4180  ; -----------------------------------------------------------------------------
4181  ObjectCreationList SUPERWEAPON_ScudStorm
4182    Attack
4183      WeaponSlot = PRIMARY
4184      NumberOfShots = 9
4185      DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius
4186      DeliveryDecal
4187        Texture           = SCCScudStorm_GLA
4188        Style             = SHADOW_ALPHA_DECAL
4189        OpacityMin        = 25%
4190        OpacityMax        = 50%
4191        OpacityThrobTime  = 500
4192        Color             = R:33 G:255 B:67 A:255 
4193        OnlyVisibleToOwningPlayer = Yes
4194      End
4195    End
4196  End
4197  
4198  ; -----------------------------------------------------------------------------
4199  ; -----------------------------------------------------------------------------
4200  ObjectCreationList SUPERWEAPON_ArtilleryBarrage1
4201  
4202    DeliverPayload
4203      Transport                       = ChinaArtilleryCannon
4204      FormationSize                   = 12
4205      FormationSpacing                = 1.0
4206      StartAtPreferredHeight          = Yes
4207      StartAtMaxSpeed                 = Yes
4208      MaxAttempts                     = 1                   ;max attempts
4209      DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
4210      WeaponErrorRadius               = 100                 ; how bad the artillerist is
4211      DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
4212      VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
4213      VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
4214      VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
4215      VisibleNumBones                 = 1                   ;Number of bones.
4216      VisiblePayloadTemplateName      = ChinaArtilleryBarrageShell  ;Created when payload is dropped.
4217      VisiblePayloadWeaponTemplate    = ArtilleryBarrageDamageWeapon
4218      InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
4219      ExitPitchRate                   = 30                  ;The bomb will pitch down.
4220      SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
4221      DeliveryDecalRadius = 125
4222      DeliveryDecal
4223        Texture           = SCCArtilleryBarrage_China
4224        Style             = SHADOW_ALPHA_DECAL
4225        OpacityMin        = 25%
4226        OpacityMax        = 50%
4227        OpacityThrobTime  = 500
4228        Color             = R:255 G:156 B:0 A:255 
4229        OnlyVisibleToOwningPlayer = Yes
4230      End
4231    End
4232  
4233  End
4234  
4235  ; -----------------------------------------------------------------------------
4236  ; -----------------------------------------------------------------------------
4237  ObjectCreationList SUPERWEAPON_ArtilleryBarrage2
4238  
4239    DeliverPayload
4240      Transport                       = ChinaArtilleryCannon
4241      FormationSize                   = 24
4242      FormationSpacing                = 1.0
4243      StartAtPreferredHeight          = Yes
4244      StartAtMaxSpeed                 = Yes
4245      MaxAttempts                     = 1                   ;max attempts
4246      DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
4247      WeaponErrorRadius               = 100                 ; how bad the artillerist is
4248      DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
4249      VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
4250      VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
4251      VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
4252      VisibleNumBones                 = 1                   ;Number of bones.
4253      VisiblePayloadTemplateName      = ChinaArtilleryBarrageShell  ;Created when payload is dropped.
4254      VisiblePayloadWeaponTemplate    = ArtilleryBarrageDamageWeapon
4255      InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
4256      ExitPitchRate                   = 30                  ;The bomb will pitch down.
4257      SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
4258      DeliveryDecalRadius = 125
4259      DeliveryDecal
4260        Texture           = SCCArtilleryBarrage_China
4261        Style             = SHADOW_ALPHA_DECAL
4262        OpacityMin        = 25%
4263        OpacityMax        = 50%
4264        OpacityThrobTime  = 500
4265        Color             = R:255 G:156 B:0 A:255 
4266        OnlyVisibleToOwningPlayer = Yes
4267      End
4268    End
4269  
4270  End
4271  
4272  ; -----------------------------------------------------------------------------
4273  ; -----------------------------------------------------------------------------
4274  ObjectCreationList SUPERWEAPON_ArtilleryBarrage3
4275  
4276    DeliverPayload
4277      Transport                       = ChinaArtilleryCannon
4278      FormationSize                   = 36
4279      FormationSpacing                = 1.0
4280      StartAtPreferredHeight          = Yes
4281      StartAtMaxSpeed                 = Yes
4282      MaxAttempts                     = 1                   ;max attempts
4283      DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
4284      WeaponErrorRadius               = 100                 ; how bad the artillerist is
4285      DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
4286      VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
4287      VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
4288      VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
4289      VisibleNumBones                 = 1                   ;Number of bones.
4290      VisiblePayloadTemplateName      = ChinaArtilleryBarrageShell  ;Created when payload is dropped.
4291      VisiblePayloadWeaponTemplate    = ArtilleryBarrageDamageWeapon
4292      InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
4293      ExitPitchRate                   = 30                  ;The bomb will pitch down.
4294      SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
4295      DeliveryDecalRadius = 125
4296      DeliveryDecal
4297        Texture           = SCCArtilleryBarrage_China
4298        Style             = SHADOW_ALPHA_DECAL
4299        OpacityMin        = 25%
4300        OpacityMax        = 50%
4301        OpacityThrobTime  = 500
4302        Color             = R:255 G:156 B:0 A:255 
4303        OnlyVisibleToOwningPlayer = Yes
4304      End
4305  
4306    End
4307  
4308  End
4309  
4310  ; -----------------------------------------------------------------------------
4311  ; -----------------------------------------------------------------------------
4312  
4313  ObjectCreationList SUPERWEAPON_NapalmStrike
4314    DeliverPayload
4315      Transport                       = ChinaJetMIGNapalmStriker
4316      FormationSize                   = 9
4317      FormationSpacing                = 35.0
4318      StartAtPreferredHeight          = Yes
4319      StartAtMaxSpeed                 = Yes
4320      MaxAttempts                     = 1
4321      DropOffset                      = X:0 Y:0 Z:-10
4322      DropDelay                       = 0
4323      Payload                         = NapalmMissile 1
4324      FireWeapon                      = Yes
4325      DeliveryDistance                = 300
4326      WeaponConvergenceFactor         = 1.0
4327      DeliveryDecalRadius = 100
4328      DeliveryDecal
4329        Texture           = SCCNapalmStrike_China
4330        Style             = SHADOW_ALPHA_DECAL
4331        OpacityMin        = 25%
4332        OpacityMax        = 50%
4333        OpacityThrobTime  = 500
4334        Color             = R:255 G:156 B:0 A:255 
4335        OnlyVisibleToOwningPlayer = Yes
4336      End
4337    End
4338  End
4339  
4340  ; -----------------------------------------------------------------------------
4341  ; -----------------------------------------------------------------------------
4342  ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1
4343    DeliverPayload
4344      Transport                       = AmericaJetA10Thunderbolt
4345      FormationSize                   = 1
4346      FormationSpacing                = 35.0
4347      WeaponConvergenceFactor         = 0.5
4348      StartAtPreferredHeight          = Yes
4349      StartAtMaxSpeed                 = Yes
4350      MaxAttempts                     = 1                   ;max attempts
4351      DropDelay                       = 500                 ;time in between each set of items dropped (if more than one)
4352      DeliveryDistance                = 450                 ;distance from target allowed to start/stop dropping.
4353      VisibleItemsDroppedPerInterval  = 2                   ;Drops two bombs at a time
4354      VisibleDropBoneBaseName         = WeaponA             ;The bombs are created and dropped at this bone base
4355      VisibleSubObjectBaseName        = Missile             ;The bombs are visible until dropped.
4356      VisibleNumBones                 = 6                   ;Number of bones.
4357      VisiblePayloadTemplateName      = A10ThunderboltMissile  ;Created when payload is dropped.
4358      VisiblePayloadWeaponTemplate    = A10ThunderboltMissileWeapon
4359      InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
4360      ExitPitchRate                   = 30                  ;The bomb will pitch down.
4361      DiveStartDistance               = 500
4362      DiveEndDistance                 = 300
4363      StrafingWeaponSlot              = PRIMARY             ;Strafe while diving (so long target point is within weapon range)
4364      StrafeLength                    = 450
4365      StrafeWeaponFX                  = FX_DamageTankStruckSmallArms
4366      DeliveryDecalRadius = 50
4367      DeliveryDecal
4368        Texture           = SCCA10Strike_USA
4369        Style             = SHADOW_ALPHA_DECAL
4370        OpacityMin        = 25%
4371        OpacityMax        = 50%
4372        OpacityThrobTime  = 500
4373        Color             = R:255 G:156 B:0 A:255 
4374        OnlyVisibleToOwningPlayer = Yes
4375      End
4376    End
4377  End
4378  
4379  ; -----------------------------------------------------------------------------
4380  ; -----------------------------------------------------------------------------
4381  ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2
4382    DeliverPayload
4383      Transport                       = AmericaJetA10Thunderbolt
4384      FormationSize                   = 2
4385      FormationSpacing                = 35.0
4386      WeaponConvergenceFactor         = 0.5
4387      StartAtPreferredHeight          = Yes
4388      StartAtMaxSpeed                 = Yes
4389      MaxAttempts                     = 1                   ;max attempts
4390      DropDelay                       = 500                 ;time in between each set of items dropped (if more than one)
4391      DeliveryDistance                = 450                 ;distance from target allowed to start/stop dropping.
4392      VisibleItemsDroppedPerInterval  = 2                   ;Drops two bombs at a time
4393      VisibleDropBoneBaseName         = WeaponA             ;The bombs are created and dropped at this bone base
4394      VisibleSubObjectBaseName        = Missile             ;The bombs are visible until dropped.
4395      VisibleNumBones                 = 6                   ;Number of bones.
4396      VisiblePayloadTemplateName      = A10ThunderboltMissile  ;Created when payload is dropped.
4397      VisiblePayloadWeaponTemplate    = A10ThunderboltMissileWeapon
4398      InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
4399      ExitPitchRate                   = 30                  ;The bomb will pitch down.
4400      DiveStartDistance               = 500
4401      DiveEndDistance                 = 300
4402      StrafingWeaponSlot              = PRIMARY             ;Strafe while diving (so long target point is within weapon range)
4403      StrafeLength                    = 450
4404      StrafeWeaponFX                  = FX_DamageTankStruckSmallArms
4405      DeliveryDecalRadius = 50
4406      DeliveryDecal
4407        Texture           = SCCA10Strike_USA
4408        Style             = SHADOW_ALPHA_DECAL
4409        OpacityMin        = 25%
4410        OpacityMax        = 50%
4411        OpacityThrobTime  = 500
4412        Color             = R:255 G:156 B:0 A:255 
4413        OnlyVisibleToOwningPlayer = Yes
4414      End
4415    End
4416  End
4417  
4418  ; -----------------------------------------------------------------------------
4419  ; -----------------------------------------------------------------------------
4420  ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3
4421    DeliverPayload
4422      Transport                       = AmericaJetA10Thunderbolt
4423      FormationSize                   = 3
4424      FormationSpacing                = 35.0
4425      WeaponConvergenceFactor         = 0.5
4426      StartAtPreferredHeight          = Yes
4427      StartAtMaxSpeed                 = Yes
4428  
4429      MaxAttempts                     = 1                   ;max attempts
4430      DropDelay                       = 500                 ;time in between each set of items dropped (if more than one)
4431      DeliveryDistance                = 450                 ;distance from target allowed to start/stop dropping.
4432      VisibleItemsDroppedPerInterval  = 2                   ;Drops two bombs at a time
4433      VisibleDropBoneBaseName         = WeaponA             ;The bombs are created and dropped at this bone base
4434      VisibleSubObjectBaseName        = Missile             ;The bombs are visible until dropped.
4435      VisibleNumBones                 = 6                   ;Number of bones.
4436      VisiblePayloadTemplateName      = A10ThunderboltMissile  ;Created when payload is dropped.
4437      VisiblePayloadWeaponTemplate    = A10ThunderboltMissileWeapon
4438      InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
4439      ExitPitchRate                   = 30                  ;The bomb will pitch down.
4440      DiveStartDistance               = 500
4441      DiveEndDistance                 = 300
4442      StrafingWeaponSlot              = PRIMARY             ;Strafe while diving (so long target point is within weapon range)
4443      StrafeLength                    = 450
4444      StrafeWeaponFX                  = FX_DamageTankStruckSmallArms
4445      DeliveryDecalRadius = 50
4446      DeliveryDecal
4447        Texture           = SCCA10Strike_USA
4448        Style             = SHADOW_ALPHA_DECAL
4449        OpacityMin        = 25%
4450        OpacityMax        = 50%
4451        OpacityThrobTime  = 500
4452        Color             = R:255 G:156 B:0 A:255 
4453        OnlyVisibleToOwningPlayer = Yes
4454      End
4455    End
4456  End
4457  
4458  
4459  ; -----------------------------------------------------------------------------
4460  ObjectCreationList SUPERWEAPON_TerrorCell
4461    CreateObject
4462      ObjectNames = GLAInfantryTerrorist
4463      Count = 5
4464      SpreadFormation = Yes
4465      MinDistanceAFormation = 20.0
4466      MinDistanceBFormation = 30.0
4467      MaxDistanceFormation = 400.0
4468      FadeIn = Yes
4469      FadeTime = 3000
4470      FadeSound =  TerrorCellActivated
4471    End
4472  End
4473  
4474  ; -----------------------------------------------------------------------------
4475  ; -----------------------------------------------------------------------------
4476  ObjectCreationList SUPERWEAPON_RepairVehicles1
4477    CreateObject
4478      ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level1
4479      Count = 1
4480    End
4481  End
4482  
4483  ; -----------------------------------------------------------------------------
4484  ; -----------------------------------------------------------------------------
4485  ObjectCreationList SUPERWEAPON_RepairVehicles2
4486    CreateObject
4487      ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level2
4488      Count = 1
4489    End
4490  End
4491  
4492  ; -----------------------------------------------------------------------------
4493  ; -----------------------------------------------------------------------------
4494  ObjectCreationList SUPERWEAPON_RepairVehicles3
4495    CreateObject
4496      ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level3
4497      Count = 1
4498    End
4499  End
4500  
4501  ; -----------------------------------------------------------------------------
4502  ; -----------------------------------------------------------------------------
4503  ObjectCreationList SUPERWEAPON_Frenzy1
4504    CreateObject
4505      ObjectNames = Frenzy_InvisibleMarker_Level1
4506      Count = 1
4507    End
4508  End
4509  
4510  ; -----------------------------------------------------------------------------
4511  ; -----------------------------------------------------------------------------
4512  ObjectCreationList SUPERWEAPON_Frenzy2
4513    CreateObject
4514      ObjectNames = Frenzy_InvisibleMarker_Level2
4515      Count = 1
4516    End
4517  End
4518  
4519  ; -----------------------------------------------------------------------------
4520  ; -----------------------------------------------------------------------------
4521  ObjectCreationList SUPERWEAPON_Frenzy3
4522    CreateObject
4523      ObjectNames = Frenzy_InvisibleMarker_Level3
4524      Count = 1
4525    End
4526  End
4527  
4528  ; -----------------------------------------------------------------------------
4529  ; -----------------------------------------------------------------------------
4530  ObjectCreationList SUPERWEAPON_GPSScrambler
4531    CreateObject
4532      ObjectNames = GPSScrambler_InvisibleMarker
4533      Count = 1
4534    End
4535  End
4536  ; -----------------------------------------------------------------------------
4537  ; -----------------------------------------------------------------------------
4538  ObjectCreationList SUPERWEAPON_SpySatellite
4539    CreateObject
4540      ObjectNames = SpySatellitePing
4541      Count = 1
4542    End
4543  End
4544  
4545  ; -----------------------------------------------------------------------------
4546  ; -----------------------------------------------------------------------------
4547  ObjectCreationList SUPERWEAPON_SpyDrone
4548    CreateObject
4549      ObjectNames = AmericaVehicleSpyDrone
4550      Disposition = LIKE_EXISTING
4551      Count = 1
4552    End
4553  End
4554  
4555  ; -----------------------------------------------------------------------------
4556  ; -----------------------------------------------------------------------------
4557  ObjectCreationList SUPERWEAPON_RadarVanScan
4558    CreateObject
4559      ObjectNames = RadarVanPing
4560      Count = 1
4561    End
4562  End
4563  
4564  ; -----------------------------------------------------------------------------
4565  ; -----------------------------------------------------------------------------
4566  ObjectCreationList SUPERWEAPON_RebelAmbush1
4567    CreateObject
4568      ObjectNames = GLAInfantryRebel
4569      Count = 4
4570      SpreadFormation = Yes
4571      MinDistanceAFormation = 20.0
4572      MinDistanceBFormation = 30.0
4573      MaxDistanceFormation = 400.0
4574      FadeIn = Yes
4575      FadeTime = 3000
4576      DiesOnBadLand = Yes
4577      ; FadeSound = RebelAmbushActivated
4578    End
4579  End
4580  
4581  ; -----------------------------------------------------------------------------
4582  ; -----------------------------------------------------------------------------
4583  ObjectCreationList SUPERWEAPON_RebelAmbush2
4584    CreateObject
4585      ObjectNames = GLAInfantryRebel
4586      Count = 8
4587      SpreadFormation = Yes
4588      MinDistanceAFormation = 20.0
4589      MinDistanceBFormation = 30.0
4590      MaxDistanceFormation = 400.0
4591      FadeIn = Yes
4592      FadeTime = 3000
4593      DiesOnBadLand = Yes
4594      ; FadeSound = RebelAmbushActivated
4595    End
4596  End
4597  
4598  ; -----------------------------------------------------------------------------
4599  ; -----------------------------------------------------------------------------
4600  ObjectCreationList SUPERWEAPON_RebelAmbush3
4601    CreateObject
4602      ObjectNames = GLAInfantryRebel
4603      Count = 16
4604      SpreadFormation = Yes
4605      MinDistanceAFormation = 20.0
4606      MinDistanceBFormation = 30.0
4607      MaxDistanceFormation = 400.0
4608      FadeIn = Yes
4609      FadeTime = 3000
4610      DiesOnBadLand = Yes
4611      ; FadeSound = RebelAmbushActivated
4612    End
4613  End
4614  
4615  ; -----------------------------------------------------------------------------
4616  ; -----------------------------------------------------------------------------
4617  ObjectCreationList Demo_SUPERWEAPON_RebelAmbush1
4618    CreateObject
4619      ObjectNames = Demo_GLAInfantryRebel
4620      Count = 4
4621      SpreadFormation = Yes
4622      MinDistanceAFormation = 20.0
4623      MinDistanceBFormation = 30.0
4624      MaxDistanceFormation = 400.0
4625      FadeIn = Yes
4626      FadeTime = 3000
4627      DiesOnBadLand = Yes
4628      ; FadeSound = RebelAmbushActivated
4629    End
4630  End
4631  
4632  ; -----------------------------------------------------------------------------
4633  ; -----------------------------------------------------------------------------
4634  ObjectCreationList Demo_SUPERWEAPON_RebelAmbush2
4635    CreateObject
4636      ObjectNames = Demo_GLAInfantryRebel
4637      Count = 6
4638      SpreadFormation = Yes
4639      MinDistanceAFormation = 20.0
4640      MinDistanceBFormation = 30.0
4641      MaxDistanceFormation = 400.0
4642      FadeIn = Yes
4643      FadeTime = 3000
4644      DiesOnBadLand = Yes
4645      ; FadeSound = RebelAmbushActivated
4646    End
4647  End
4648  
4649  ; -----------------------------------------------------------------------------
4650  ; -----------------------------------------------------------------------------
4651  ObjectCreationList Demo_SUPERWEAPON_RebelAmbush3
4652    CreateObject
4653      ObjectNames = Demo_GLAInfantryRebel
4654      Count = 10
4655      SpreadFormation = Yes
4656      MinDistanceAFormation = 20.0
4657      MinDistanceBFormation = 30.0
4658      MaxDistanceFormation = 400.0
4659      FadeIn = Yes
4660      FadeTime = 3000
4661      DiesOnBadLand = Yes
4662      ; FadeSound = RebelAmbushActivated
4663    End
4664  End
4665  
4666  ; -----------------------------------------------------------------------------
4667  ; -----------------------------------------------------------------------------
4668  ObjectCreationList Slth_SUPERWEAPON_RebelAmbush1
4669    CreateObject
4670      ObjectNames = Slth_GLAInfantryRebel
4671      Count = 4
4672      SpreadFormation = Yes
4673      MinDistanceAFormation = 20.0
4674      MinDistanceBFormation = 30.0
4675      MaxDistanceFormation = 400.0
4676      FadeIn = Yes
4677      FadeTime = 3000
4678      DiesOnBadLand = Yes
4679      ; FadeSound = RebelAmbushActivated
4680    End
4681  End
4682  
4683  ; -----------------------------------------------------------------------------
4684  ; -----------------------------------------------------------------------------
4685  ObjectCreationList Slth_SUPERWEAPON_RebelAmbush2
4686    CreateObject
4687      ObjectNames = Slth_GLAInfantryRebel
4688      Count = 8
4689      SpreadFormation = Yes
4690      MinDistanceAFormation = 20.0
4691      MinDistanceBFormation = 30.0
4692      MaxDistanceFormation = 400.0
4693      FadeIn = Yes
4694      FadeTime = 3000
4695      DiesOnBadLand = Yes
4696      ; FadeSound = RebelAmbushActivated
4697    End
4698  End
4699  
4700  ; -----------------------------------------------------------------------------
4701  ; -----------------------------------------------------------------------------
4702  ObjectCreationList Slth_SUPERWEAPON_RebelAmbush3
4703    CreateObject
4704      ObjectNames = Slth_GLAInfantryRebel
4705      Count = 16
4706      SpreadFormation = Yes
4707      MinDistanceAFormation = 20.0
4708      MinDistanceBFormation = 30.0
4709      MaxDistanceFormation = 400.0
4710      FadeIn = Yes
4711      FadeTime = 3000
4712      DiesOnBadLand = Yes
4713      ; FadeSound = RebelAmbushActivated
4714    End
4715  End
4716  
4717  
4718  ; -----------------------------------------------------------------------------
4719  ; -----------------------------------------------------------------------------
4720  
4721  ; The black market nuke doesn't have any art yet so right now it is going
4722  ; to use the daisy cutter animation/bomb stuff -- only because this is going
4723  ; to be a nuke dropped from a plane
4724  
4725  ObjectCreationList SUPERWEAPON_BlackMarketNuke
4726    DeliverPayload
4727      Transport = GLAJetCargoPlane
4728      StartAtPreferredHeight = Yes
4729      StartAtMaxSpeed = Yes
4730      MaxAttempts = 1
4731      DropOffset = X:0 Y:0 Z:-10
4732      Payload = BlackMarketNuke
4733      DeliveryDistance = 140
4734      DeliveryDecalRadius = 100
4735      DeliveryDecal
4736        Texture           = EXTargeterAlpha
4737        Style             = SHADOW_ALPHA_DECAL
4738        OpacityMin        = 25%
4739        OpacityMax        = 50%
4740        OpacityThrobTime  = 500
4741        Color             = R:255 G:0 B:0 A:255 
4742        OnlyVisibleToOwningPlayer = Yes
4743      End
4744    End
4745  End
4746  
4747  ; -----------------------------------------------------------------------------
4748  ; -----------------------------------------------------------------------------
4749  ObjectCreationList SUPERWEAPON_DetonateDirtyNuke
4750    CreateObject
4751      ObjectNames = CargoTruckNuke
4752      MinLifetime = 3000   ; min lifetime in msec
4753      MaxLifetime = 3000   ; max lifetime in msec
4754    End
4755  End
4756  
4757  ; -----------------------------------------------------------------------------
4758  ObjectCreationList OCL_DirtyNuke
4759    CreateObject
4760      ObjectNames = CargoTruckNuke
4761      MinLifetime = 1   ; min lifetime in msec
4762      MaxLifetime = 1   ; max lifetime in msec
4763    End
4764  End
4765  
4766  ; -----------------------------------------------------------------------------
4767  ; -----------------------------------------------------------------------------
4768  
4769  ; The anthrax bomb doesn't have any art yet so right now it is going
4770  ; to use the daisy cutter animation/bomb stuff -- only because this is going
4771  ; to be a nuke dropped from a plane
4772  
4773  ObjectCreationList SUPERWEAPON_AnthraxBomb
4774    DeliverPayload
4775      Transport = GLAJetCargoPlane
4776      StartAtPreferredHeight = Yes
4777      StartAtMaxSpeed = Yes
4778      MaxAttempts = 1
4779      DropOffset = X:0 Y:0 Z:-10
4780      Payload = AnthraxBomb
4781      DeliveryDistance = 140
4782      DeliveryDecalRadius = 200
4783      DeliveryDecal
4784        Texture           = SCCAnthraxBomb_GLA
4785        Style             = SHADOW_ALPHA_DECAL
4786        OpacityMin        = 25%
4787        OpacityMax        = 50%
4788        OpacityThrobTime  = 500
4789        Color             = R:33 G:255 B:67 A:255 
4790        OnlyVisibleToOwningPlayer = Yes
4791      End
4792    End
4793  End
4794  
4795  ; -----------------------------------------------------------------------------
4796  ; -----------------------------------------------------------------------------
4797  ObjectCreationList SUPERWEAPON_Paradrop1
4798    DeliverPayload
4799      Transport = AmericaJetCargoPlane
4800      StartAtPreferredHeight = Yes
4801      StartAtMaxSpeed = Yes
4802      MaxAttempts = 4
4803      DropOffset = X:0 Y:0 Z:-10
4804      DropDelay = 150         ; time in between each item dropped (if more than one)
4805      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
4806      PutInContainer = AmericaParachute
4807      Payload = AmericaInfantryRanger 5
4808      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
4809      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
4810      DeliveryDecalRadius = 50
4811      DeliveryDecal
4812        Texture           = SCCParadrop_USA
4813        Style             = SHADOW_ALPHA_DECAL
4814        OpacityMin        = 25%
4815        OpacityMax        = 50%
4816        OpacityThrobTime  = 500
4817        Color             = R:227 G:229 B:22 A:255 
4818        OnlyVisibleToOwningPlayer = Yes
4819      End
4820      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
4821    End
4822  End
4823  
4824  ; -----------------------------------------------------------------------------
4825  ; -----------------------------------------------------------------------------
4826  ObjectCreationList SUPERWEAPON_Paradrop2
4827    DeliverPayload
4828      Transport = AmericaJetCargoPlane
4829      StartAtPreferredHeight = Yes
4830      StartAtMaxSpeed = Yes
4831      MaxAttempts = 4
4832      DropOffset = X:0 Y:0 Z:-10
4833      DropDelay = 80        ; time in between each item dropped (if more than one)
4834      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
4835      PutInContainer = AmericaParachute
4836      Payload = AmericaInfantryRanger 10
4837      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
4838      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
4839      DeliveryDecalRadius = 50
4840      DeliveryDecal
4841        Texture           = SCCParadrop_USA
4842        Style             = SHADOW_ALPHA_DECAL
4843        OpacityMin        = 25%
4844        OpacityMax        = 50%
4845        OpacityThrobTime  = 500
4846        Color             = R:227 G:229 B:22 A:255 
4847        OnlyVisibleToOwningPlayer = Yes
4848      End
4849      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
4850    End
4851  End
4852  
4853  ; -----------------------------------------------------------------------------
4854  ; -----------------------------------------------------------------------------
4855  ObjectCreationList SUPERWEAPON_Paradrop3
4856    DeliverPayload
4857      Transport = AmericaJetCargoPlane
4858      StartAtPreferredHeight = Yes
4859      StartAtMaxSpeed = Yes
4860      MaxAttempts = 4
4861      DropOffset = X:0 Y:0 Z:-10
4862      DropDelay = 80        ; time in between each item dropped (if more than one)
4863      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
4864      PutInContainer = AmericaParachute
4865      Payload = AmericaInfantryRanger 10
4866      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
4867      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
4868      DeliveryDecalRadius = 50
4869      DeliveryDecal
4870        Texture           = SCCParadrop_USA
4871        Style             = SHADOW_ALPHA_DECAL
4872        OpacityMin        = 25%
4873        OpacityMax        = 50%
4874        OpacityThrobTime  = 500
4875        Color             = R:227 G:229 B:22 A:255 
4876        OnlyVisibleToOwningPlayer = Yes
4877      End
4878      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
4879    End
4880    DeliverPayload
4881      Transport = AmericaJetCargoPlane
4882      StartAtPreferredHeight = Yes
4883      StartAtMaxSpeed = No
4884      MaxAttempts = 4
4885      DropOffset = X:0 Y:0 Z:-10
4886      DropDelay = 80        ; time in between each item dropped (if more than one)
4887      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
4888      PutInContainer = AmericaParachute
4889      Payload = AmericaInfantryRanger 10
4890      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
4891      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
4892      DeliveryDecalRadius = 50
4893      DeliveryDecal
4894        Texture           = SCCParadrop_USA
4895        Style             = SHADOW_ALPHA_DECAL
4896        OpacityMin        = 25%
4897        OpacityMax        = 50%
4898        OpacityThrobTime  = 500
4899        Color             = R:227 G:229 B:22 A:255 
4900        OnlyVisibleToOwningPlayer = Yes
4901      End
4902      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
4903    End
4904  End
4905  
4906  ; -----------------------------------------------------------------------------
4907  ; -----------------------------------------------------------------------------
4908  ObjectCreationList SUPERWEAPON_ClusterMines
4909    DeliverPayload
4910      Transport               = ChinaJetCargoPlane
4911      StartAtPreferredHeight  = Yes
4912      StartAtMaxSpeed         = Yes
4913      MaxAttempts             = 4
4914      DropOffset              = X:0 Y:0 Z:-2
4915      DropVariance            = X:20 Y:20 Z:0
4916      Payload                 = ClusterMinesBomb 1
4917      DeliveryDistance        = 140
4918      DeliveryDecalRadius     = 100
4919      DeliveryDecal
4920        Texture           = SCCClusterMines_China
4921        Style             = SHADOW_ALPHA_DECAL
4922        OpacityMin        = 25%
4923        OpacityMax        = 50%
4924        OpacityThrobTime  = 500
4925        Color             = R:255 G:156 B:0 A:255 
4926        OnlyVisibleToOwningPlayer = Yes
4927      End
4928    End
4929  End
4930  
4931  ; -----------------------------------------------------------------------------
4932  ; -----------------------------------------------------------------------------
4933  ObjectCreationList SUPERWEAPON_EMPPulse
4934    DeliverPayload
4935      Transport = ChinaJetCargoPlane
4936      StartAtPreferredHeight = Yes
4937      StartAtMaxSpeed = Yes
4938      MaxAttempts = 4
4939      DropOffset = X:0 Y:0 Z:-2
4940      DropVariance = X:20 Y:20 Z:0
4941      Payload = EMPPulseBomb 1
4942      DeliveryDistance = 150
4943      DeliveryDecalRadius = 200
4944      DeliveryDecal
4945        Texture           = SCCEMPPulse_China
4946        Style             = SHADOW_ALPHA_DECAL
4947        OpacityMin        = 25%
4948        OpacityMax        = 50%
4949        OpacityThrobTime  = 500
4950        Color             = R:40 G:110 B:210 A:255 
4951        OnlyVisibleToOwningPlayer = Yes
4952      End
4953    End
4954  End
4955  
4956  ; -----------------------------------------------------------------------------
4957  ; -----------------------------------------------------------------------------
4958  ObjectCreationList SUPERWEAPON_CrateDrop
4959    DeliverPayload
4960      Transport = AmericaJetCargoPlane
4961      StartAtPreferredHeight = Yes
4962      StartAtMaxSpeed = Yes
4963      MaxAttempts = 4
4964      DropOffset = X:0 Y:0 Z:-5
4965      DropDelay = 300  ;500       ; time in between each item dropped (if more than one)
4966      PutInContainer = AmericaParachute
4967      Payload = 200DollarCrate 10
4968      DeliveryDistance = 250
4969      DeliveryDecalRadius = 100
4970      DeliveryDecal
4971        Texture           = EXTargeterAlpha
4972        Style             = SHADOW_ALPHA_DECAL
4973        OpacityMin        = 25%
4974        OpacityMax        = 50%
4975        OpacityThrobTime  = 500
4976        Color             = R:255 G:0 B:0 A:255 
4977        OnlyVisibleToOwningPlayer = Yes
4978      End
4979    End
4980  End
4981  
4982  ; -----------------------------------------------------------------------------
4983  ; -----------------------------------------------------------------------------
4984  ObjectCreationList SUPERWEAPON_CarpetBomb
4985    DeliverPayload
4986      Transport = AmericaJetB52
4987      StartAtPreferredHeight = Yes
4988      StartAtMaxSpeed = Yes
4989      MaxAttempts = 1
4990      DropOffset = X:0 Y:0 Z:-2
4991      DropVariance = X:30 Y:40 Z:0
4992      DropDelay = 300  ;500       ; time in between each item dropped (if more than one)
4993      Payload = CarpetBomb 15
4994      DeliveryDistance = 400
4995      DeliveryDecalRadius = 100
4996      DeliveryDecal
4997        Texture           = SCCA10Strike_USA
4998        Style             = SHADOW_ALPHA_DECAL
4999        OpacityMin        = 25%
5000        OpacityMax        = 50%
5001        OpacityThrobTime  = 500
5002        Color             = R:255 G:156 B:0 A:255 
5003        OnlyVisibleToOwningPlayer = Yes
5004      End
5005    End
5006  End
5007  
5008  ; -----------------------------------------------------------------------------
5009  ; -----------------------------------------------------------------------------
5010  ObjectCreationList AirF_SUPERWEAPON_CarpetBomb
5011    DeliverPayload
5012      Transport = AirF_AmericaJetB3
5013      StartAtPreferredHeight = Yes
5014      StartAtMaxSpeed = Yes
5015      MaxAttempts = 1
5016      DropOffset = X:0 Y:0 Z:-2
5017      DropVariance = X:30 Y:40 Z:0
5018      DropDelay = 130  ;500       ; time in between each item dropped (if more than one)
5019      Payload = CarpetBomb 12
5020      DeliveryDistance = 500
5021      DeliveryDecalRadius = 180
5022      DeliveryDecal
5023        Texture           = SCCCarpBomb
5024        Style             = SHADOW_ALPHA_DECAL
5025        OpacityMin        = 25%
5026        OpacityMax        = 50%
5027        OpacityThrobTime  = 500
5028        Color             = R:255 G:0 B:0 A:255 
5029        OnlyVisibleToOwningPlayer = Yes
5030      End
5031    End
5032  End
5033  
5034  ; -----------------------------------------------------------------------------
5035  ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb
5036    DeliverPayload
5037      Transport = ChinaJetCarpetBomber
5038      StartAtPreferredHeight = Yes
5039      StartAtMaxSpeed = Yes
5040      MaxAttempts = 1
5041      DropOffset = X:0 Y:0 Z:-2
5042      DropVariance = X:30 Y:40 Z:0
5043      DropDelay = 300  ;500       ; time in between each item dropped (if more than one)
5044      Payload = GC_Nuke_ChinaCarpetBomb 10
5045      DeliveryDistance = 350
5046      DeliveryDecalRadius = 180
5047      DeliveryDecal
5048        Texture           = SCCCarpBomb
5049        Style             = SHADOW_ALPHA_DECAL
5050        OpacityMin        = 25%
5051        OpacityMax        = 50%
5052        OpacityThrobTime  = 500
5053        Color             = R:255 G:0 B:0 A:255 
5054        OnlyVisibleToOwningPlayer = Yes
5055      End
5056    End
5057  End
5058  
5059  ; -----------------------------------------------------------------------------
5060  ObjectCreationList SUPERWEAPON_ChinaCarpetBomb
5061    DeliverPayload
5062      Transport = ChinaJetCarpetBomber
5063      StartAtPreferredHeight = Yes
5064      StartAtMaxSpeed = Yes
5065      MaxAttempts = 1
5066      DropOffset = X:0 Y:0 Z:-2
5067      DropVariance = X:30 Y:40 Z:0
5068      DropDelay = 300  ;500       ; time in between each item dropped (if more than one)
5069      Payload = ChinaCarpetBomb 10
5070      DeliveryDistance = 350
5071      DeliveryDecalRadius = 180
5072      DeliveryDecal
5073        Texture           = SCCCarpBomb
5074        Style             = SHADOW_ALPHA_DECAL
5075        OpacityMin        = 25%
5076        OpacityMax        = 50%
5077        OpacityThrobTime  = 500
5078        Color             = R:255 G:0 B:0 A:255 
5079        OnlyVisibleToOwningPlayer = Yes
5080      End
5081    End
5082  End
5083  
5084  
5085  
5086  ; -----------------------------------------------------------------------------
5087  ; -----------------------------------------------------------------------------
5088  ObjectCreationList OCL_AmericaSupplyDropZoneCrateDrop
5089    DeliverPayload
5090      Transport = AmericaJetCargoPlane
5091      StartAtPreferredHeight = Yes
5092      StartAtMaxSpeed = Yes
5093      MaxAttempts = 4
5094      DropOffset = X:0 Y:0 Z:-5
5095      DropDelay = 350
5096      PutInContainer = AmericaCrateParachute
5097      Payload = SupplyDropZoneCrate 6
5098      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
5099      ; up on the target instead of parachuting to the spot below their drop point.
5100      DeliveryDistance = 410
5101    End
5102  End
5103  
5104  ; -----------------------------------------------------------------------------
5105  ; The daisy cutter bomb blows up and releases these objects to continue
5106  ; the "weapon bomb" process
5107  ; -----------------------------------------------------------------------------
5108  ObjectCreationList OCL_DaisyCutterExplode
5109  
5110    ; This daisy cutter gas is the actual object that does the damage
5111    CreateObject
5112      ObjectNames = DaisyCutterGas
5113      Disposition = LIKE_EXISTING
5114    End
5115    
5116    ; Random debris for the bomb shell breaking up
5117    CreateDebris
5118      ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
5119      Count = 4
5120      Mass = 5.0
5121      Disposition = SEND_IT_FLYING
5122      DispositionIntensity = 1.5
5123    End
5124    
5125  End
5126  
5127  ; -----------------------------------------------------------------------------
5128  ; The EMP bomb blows up and releases these objects to continue
5129  ; the "weapon bomb" process
5130  ; -----------------------------------------------------------------------------
5131  ObjectCreationList OCL_EMPPulseEffectSpheroids
5132  
5133    CreateObject
5134      ObjectNames = EMPPulseEffectSpheroid
5135      Count             = 1; Used to be 3... MLorenzen changed, Monday Nov. 11
5136    End
5137    
5138  End
5139  
5140  
5141  
5142  ; -----------------------------------------------------------------------------
5143  ; The MOAB bomb blows up and releases this object to continue
5144  ; the "weapon bomb" process
5145  ; -----------------------------------------------------------------------------
5146  ObjectCreationList OCL_MOABEffectSpheroid
5147  
5148    CreateObject
5149      ObjectNames = MOABEffectSpheroid
5150      Count       = 1
5151    End
5152    
5153  End
5154  
5155  
5156  ; -----------------------------------------------------------------------------
5157  ; The Leaflet bomb blows up and releases this object to continue
5158  ; the "weapon bomb" process
5159  ; -----------------------------------------------------------------------------
5160  
5161  
5162  
5163  ; -----------------------------------------------------------------------------
5164  ; The EMP mine blows up and releases this object to continue
5165  ; the "EMP effect" process
5166  ; -----------------------------------------------------------------------------
5167  ObjectCreationList OCL_EMPMineEffectSpheroid
5168  
5169    CreateObject
5170      ObjectNames = EMPMineEffectSpheroid
5171      Count       = 1
5172    End
5173    
5174  End
5175  
5176  
5177  ; -----------------------------------------------------------------------------
5178  ; Infantry who die to flame damage create this
5179  ; -----------------------------------------------------------------------------
5180  ObjectCreationList OCL_FlamingInfantry
5181    CreateObject
5182      ObjectNames = FlamingInfantry
5183      Disposition = LIKE_EXISTING     
5184      SkipIfSignificantlyAirborne = Yes
5185    End
5186  End
5187  
5188  ; -----------------------------------------------------------------------------
5189  ; Infantry who die to toxic damage create this
5190  ; -----------------------------------------------------------------------------
5191  ObjectCreationList OCL_ToxicInfantry
5192    CreateObject
5193      ObjectNames = ToxicInfantry
5194      Disposition = LIKE_EXISTING     
5195      SkipIfSignificantlyAirborne = Yes
5196    End
5197  End
5198  
5199  ; -----------------------------------------------------------------------------
5200  ; Infantry who die to toxic anthrax beta damage create this
5201  ; -----------------------------------------------------------------------------
5202  ObjectCreationList OCL_ToxicInfantryBeta
5203    CreateObject
5204      ObjectNames = ToxicInfantryBeta
5205      Disposition = LIKE_EXISTING     
5206      SkipIfSignificantlyAirborne = Yes
5207    End
5208  End
5209  
5210  ; -----------------------------------------------------------------------------
5211  ; Infantry who die to toxic anthrax Gamma damage create this
5212  ; -----------------------------------------------------------------------------
5213  ObjectCreationList OCL_ToxicInfantryGamma
5214    CreateObject
5215      ObjectNames = ToxicInfantryGamma
5216      Disposition = LIKE_EXISTING     
5217      SkipIfSignificantlyAirborne = Yes
5218    End
5219  End
5220  
5221  
5222  ; -----------------------------------------------------------------------------
5223  ; Infantry who die to toxic damage create this
5224  ; -----------------------------------------------------------------------------
5225  ObjectCreationList OCL_ToxicInfantry_TerroristOnly
5226    CreateObject
5227      ObjectNames = ToxicInfantry_TerroristOnly
5228      Disposition = LIKE_EXISTING     
5229      SkipIfSignificantlyAirborne = Yes
5230    End
5231  End
5232  
5233  ; -----------------------------------------------------------------------------
5234  ; Infantry who die to toxic anthrax beta damage create this
5235  ; -----------------------------------------------------------------------------
5236  ObjectCreationList OCL_ToxicInfantryBeta_TerroristOnly
5237    CreateObject
5238      ObjectNames = ToxicInfantryBeta_TerroristOnly
5239      Disposition = LIKE_EXISTING     
5240      SkipIfSignificantlyAirborne = Yes
5241    End
5242  End
5243  
5244  ; -----------------------------------------------------------------------------
5245  ; Infantry who die to toxic anthrax Gamma damage create this
5246  ; -----------------------------------------------------------------------------
5247  ObjectCreationList OCL_ToxicInfantryGamma_TerroristOnly
5248    CreateObject
5249      ObjectNames = ToxicInfantryGamma_TerroristOnly
5250      Disposition = LIKE_EXISTING     
5251      SkipIfSignificantlyAirborne = Yes
5252    End
5253  End
5254  
5255  
5256  
5257  ; -----------------------------------------------------------------------------
5258  ; The windmill blades and the roof of the hut for the GLA power plant
5259  ; -----------------------------------------------------------------------------
5260  ObjectCreationList OCL_GLAPowerPlantDeathFinal
5261    ; Hut roof
5262    CreateDebris
5263      ModelNames        = UBPwrPlant_D2
5264      Offset        = X:-9.08 Y:-8.547 Z:16.598
5265      Count             = 1
5266      Mass              = 50.0
5267      Disposition       = RANDOM_FORCE
5268      MinForceMagnitude = 100
5269      MaxForceMagnitude = 150
5270      MinForcePitch     = 85
5271      MaxForcePitch     = 90
5272      SpinRate          = 90
5273      BounceSound       = BuildingDebris
5274    End
5275  
5276    ;Windmill blades
5277    CreateObject
5278      ObjectNames        = GLAPowerPlantWindmillBlade
5279      Offset        = X:-3.532 Y:37.388 Z:27.822
5280      Count             = 3
5281      Disposition       = RANDOM_FORCE
5282      MinForceMagnitude = 100
5283      MaxForceMagnitude = 150
5284      MinForcePitch     = 85
5285      MaxForcePitch     = 90
5286      SpinRate          = 1000
5287    End
5288  End
5289  
5290  ; -----------------------------------------------------------------------------
5291  ; Chunks of Humvee
5292  ; -----------------------------------------------------------------------------
5293  ObjectCreationList OCL_InitialHumveeDebris
5294    CreateObject
5295      ObjectNames       = AmericaVehicleHumveeDeadHull
5296      Offset            = X:0.0 Y:0.0 Z:0.0
5297      Count             = 1
5298      Disposition       = RANDOM_FORCE
5299    End
5300  End
5301  
5302  ObjectCreationList OCL_FinalHumveeDebris
5303    CreateDebris
5304      ModelNames        = AVHUMMER_D2 ;tire
5305      Offset            = X:-7.098 Y:5.7 Z:2.9
5306      Count             = 1
5307      Mass              = 20.0
5308      Disposition       = RANDOM_FORCE
5309      MinForceMagnitude = 40
5310      MaxForceMagnitude = 50
5311      MinForcePitch     = 85
5312      MaxForcePitch     = 90
5313      SpinRate          = 90
5314      BounceSound       = VehicleDebris
5315    End
5316  
5317    CreateDebris
5318      ModelNames        = AVHUMMER_D2 ;tire
5319      Offset            = X:10.407 Y:-5.7 Z:2.9
5320      Count             = 1
5321      Mass              = 20.0
5322      Disposition       = RANDOM_FORCE
5323      MinForceMagnitude = 40
5324      MaxForceMagnitude = 50
5325      MinForcePitch     = 85
5326      MaxForcePitch     = 90
5327      SpinRate          = 90
5328      BounceSound       = VehicleDebris
5329    End
5330  
5331    CreateDebris
5332      ModelNames        = AVHUMMER_D3 ;door
5333      Offset            = X:.071 Y:6.73 Z:7.273
5334      Count             = 1
5335      Mass              = 20.0
5336      Disposition       = RANDOM_FORCE
5337      MinForceMagnitude = 50
5338      MaxForceMagnitude = 60
5339      MinForcePitch     = 60
5340      MaxForcePitch     = 70
5341      SpinRate          = 90
5342      BounceSound       = VehicleDebris
5343    End
5344  
5345    ; Random debris
5346    CreateDebris
5347      ModelNames        = AVHUMMER_D3 ;door
5348      Offset            = X:.071 Y:-6.73 Z:7.273
5349      Count             = 1
5350      Mass              = 20.0
5351      Disposition       = RANDOM_FORCE
5352      MinForceMagnitude = 40
5353      MaxForceMagnitude = 60
5354      MinForcePitch     = 60
5355      MaxForcePitch     = 70
5356      SpinRate          = 90
5357      BounceSound       = VehicleDebris
5358    End
5359  
5360    ;extra generic bits
5361    CreateDebris
5362      ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
5363      Count = 4
5364      Mass = 5.0
5365      Disposition = SEND_IT_FLYING
5366      DispositionIntensity = .5
5367    End 
5368  End
5369  
5370  ; -----------------------------------------------------------------------------
5371  ; Chunks of Ambulance
5372  ; -----------------------------------------------------------------------------
5373  ObjectCreationList OCL_FinalAmbulanceDebris
5374    CreateObject
5375      ObjectNames       = AmericaVehicleAmbulanceDeadHull
5376      Offset            = X:0.0 Y:0.0 Z:0.0
5377      Count             = 1
5378      Disposition       = RANDOM_FORCE
5379    End
5380  
5381    CreateDebris
5382      ModelNames        = AVAmbulance_D2 ;tire
5383      Offset            = X:-7.098 Y:5.7 Z:2.9
5384      Count             = 1
5385      Mass              = 20.0
5386      Disposition       = RANDOM_FORCE
5387      MinForceMagnitude = 40
5388      MaxForceMagnitude = 50
5389      MinForcePitch     = 85
5390      MaxForcePitch     = 90
5391      SpinRate          = 90
5392      BounceSound       = VehicleDebris
5393    End
5394  
5395    CreateDebris
5396      ModelNames        = AVAmbulance_D2 ;tire
5397      Offset            = X:10.407 Y:-5.7 Z:2.9
5398      Count             = 1
5399      Mass              = 20.0
5400      Disposition       = RANDOM_FORCE
5401      MinForceMagnitude = 40
5402      MaxForceMagnitude = 50
5403      MinForcePitch     = 85
5404      MaxForcePitch     = 90
5405      SpinRate          = 90
5406      BounceSound       = VehicleDebris
5407    End
5408  
5409    CreateDebris
5410      ModelNames        = AVAmbulance_D3 ;door
5411      Offset            = X:.071 Y:6.73 Z:7.273
5412      Count             = 1
5413      Mass              = 20.0
5414      Disposition       = RANDOM_FORCE
5415      MinForceMagnitude = 50
5416      MaxForceMagnitude = 60
5417      MinForcePitch     = 60
5418      MaxForcePitch     = 70
5419      SpinRate          = 90
5420      BounceSound       = VehicleDebris
5421    End
5422  
5423    ; Random debris
5424    CreateDebris
5425      ModelNames        = AVAmbulance_D3 ;door
5426      Offset            = X:.071 Y:-6.73 Z:7.273
5427      Count             = 1
5428      Mass              = 20.0
5429      Disposition       = RANDOM_FORCE
5430      MinForceMagnitude = 40
5431      MaxForceMagnitude = 60
5432      MinForcePitch     = 60
5433      MaxForcePitch     = 70
5434      SpinRate          = 90
5435      BounceSound       = VehicleDebris
5436    End
5437  
5438    ;extra generic bits
5439    CreateDebris
5440      ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
5441      Count = 4
5442      Mass = 5.0
5443      Disposition = SEND_IT_FLYING
5444      DispositionIntensity = .5
5445    End 
5446  End
5447  
5448  ; -----------------------------------------------------------------------------
5449  ; Troop Crawler Death
5450  ; -----------------------------------------------------------------------------
5451  ObjectCreationList OCL_FinalTroopCrawlerDebris
5452    ;extra generic bits
5453    CreateObject
5454      ObjectNames       = ChinaVehicleTroopCrawlerDeadHull
5455      Offset            = X:0.0 Y:0.0 Z:0.0
5456      Count             = 1
5457      Disposition       = RANDOM_FORCE
5458    End
5459    
5460    
5461    CreateDebris
5462      ModelNames        = NVTCRAWLER_D2 ;tire
5463      Offset            = X:3.869 Y:-6.784 Z:3.215
5464      Count             = 1
5465      Mass              = 20.0
5466      Disposition       = RANDOM_FORCE
5467      MinForceMagnitude = 40
5468      MaxForceMagnitude = 50
5469      MinForcePitch     = 85
5470      MaxForcePitch     = 90
5471      SpinRate          = 90
5472      BounceSound       = VehicleDebris
5473    End
5474  
5475    CreateDebris
5476      ModelNames        = NVTCRAWLER_D3 ;tire
5477      Offset            = X:-14.729 Y:-6.924 Z:3.452
5478      Count             = 1
5479      Mass              = 20.0
5480      Disposition       = RANDOM_FORCE
5481      MinForceMagnitude = 40
5482      MaxForceMagnitude = 50
5483      MinForcePitch     = 85
5484      MaxForcePitch     = 90
5485      SpinRate          = 90
5486      BounceSound       = VehicleDebris
5487    End
5488  
5489    CreateDebris
5490      ModelNames        = NVTCRAWLER_D4 ;tire
5491      Offset            = X:-15.097 Y:6.728 Z:3.585
5492      Count             = 1
5493      Mass              = 20.0
5494      Disposition       = RANDOM_FORCE
5495      MinForceMagnitude = 40
5496      MaxForceMagnitude = 50
5497      MinForcePitch     = 85
5498      MaxForcePitch     = 90
5499      SpinRate          = 90
5500      BounceSound       = VehicleDebris
5501    End
5502  
5503    CreateDebris
5504      ModelNames        = NVTCRAWLER_D5 ;tire
5505      Offset            = X:11.096 Y:6.894 Z:3.145
5506      Count             = 1
5507      Mass              = 20.0
5508      Disposition       = RANDOM_FORCE
5509      MinForceMagnitude = 40
5510      MaxForceMagnitude = 50
5511      MinForcePitch     = 85
5512      MaxForcePitch     = 90
5513      SpinRate          = 90
5514      BounceSound       = VehicleDebris
5515    End
5516  
5517    ;extra generic bits
5518    CreateDebris
5519      ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
5520      Count = 4
5521      Mass = 5.0
5522      Disposition = SEND_IT_FLYING
5523      DispositionIntensity = .5
5524    End 
5525  
5526  End
5527  
5528  ; -----------------------------------------------------------------------------
5529  ; Assault Troop Crawler Death
5530  ; -----------------------------------------------------------------------------
5531  ObjectCreationList OCL_FinalAssaultTroopCrawlerDebris
5532    ;extra generic bits
5533    CreateObject
5534      ObjectNames       = ChinaVehicleAssaultTroopCrawlerDeadHull
5535      Offset            = X:0.0 Y:0.0 Z:0.0
5536      Count             = 1
5537      Disposition       = RANDOM_FORCE
5538    End
5539    
5540    
5541    CreateDebris
5542      ModelNames        = NVTCRAWLER_D2 ;tire
5543      Offset            = X:3.869 Y:-6.784 Z:3.215
5544      Count             = 1
5545      Mass              = 20.0
5546      Disposition       = RANDOM_FORCE
5547      MinForceMagnitude = 40
5548      MaxForceMagnitude = 50
5549      MinForcePitch     = 85
5550      MaxForcePitch     = 90
5551      SpinRate          = 90
5552      BounceSound       = VehicleDebris
5553    End
5554  
5555    CreateDebris
5556      ModelNames        = NVTCRAWLER_D3 ;tire
5557      Offset            = X:-14.729 Y:-6.924 Z:3.452
5558      Count             = 1
5559      Mass              = 20.0
5560      Disposition       = RANDOM_FORCE
5561      MinForceMagnitude = 40
5562      MaxForceMagnitude = 50
5563      MinForcePitch     = 85
5564      MaxForcePitch     = 90
5565      SpinRate          = 90
5566      BounceSound       = VehicleDebris
5567    End
5568  
5569    CreateDebris
5570      ModelNames        = NVTCRAWLER_D4 ;tire
5571      Offset            = X:-15.097 Y:6.728 Z:3.585
5572      Count             = 1
5573      Mass              = 20.0
5574      Disposition       = RANDOM_FORCE
5575      MinForceMagnitude = 40
5576      MaxForceMagnitude = 50
5577      MinForcePitch     = 85
5578      MaxForcePitch     = 90
5579      SpinRate          = 90
5580      BounceSound       = VehicleDebris
5581    End
5582  
5583    CreateDebris
5584      ModelNames        = NVTCRAWLER_D5 ;tire
5585      Offset            = X:11.096 Y:6.894 Z:3.145
5586      Count             = 1
5587      Mass              = 20.0
5588      Disposition       = RANDOM_FORCE
5589      MinForceMagnitude = 40
5590      MaxForceMagnitude = 50
5591      MinForcePitch     = 85
5592      MaxForcePitch     = 90
5593      SpinRate          = 90
5594      BounceSound       = VehicleDebris
5595    End
5596  
5597    ;extra generic bits
5598    CreateDebris
5599      ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
5600      Count = 4
5601      Mass = 5.0
5602      Disposition = SEND_IT_FLYING
5603      DispositionIntensity = .5
5604    End 
5605  
5606  End
5607  
5608  ; -----------------------------------------------------------------------------
5609  ; BattleMaster death
5610  ; -----------------------------------------------------------------------------
5611  ObjectCreationList OCL_ChinaTankBattleMasterDebris
5612    CreateObject
5613      ObjectNames       = ChinaVehicleBattleMasterDeadHull
5614      Offset            = X:0 Y:0.0 Z:0
5615      Count             = 1
5616      Disposition       = RANDOM_FORCE
5617    End
5618  
5619    CreateDebris
5620      ModelNames        = NVBtMstr_D2
5621      Offset            = X:2.506 Y:0.0 Z:7.044
5622      Count             = 1
5623      Mass              = 20.0
5624      Disposition       = RANDOM_FORCE
5625      MinForceMagnitude = 40
5626      MaxForceMagnitude = 50
5627      MinForcePitch     = 85
5628      MaxForcePitch     = 90
5629      SpinRate          = 90
5630      BounceSound       = DebrisBigMetal
5631    End
5632  
5633    CreateDebris
5634      ModelNames        = NVBtMstr_D3
5635      Offset            = X:7.366 Y:0.0 Z:9.024
5636      Count             = 1
5637      Mass              = 20.0
5638      Disposition       = RANDOM_FORCE
5639      MinForceMagnitude = 50
5640      MaxForceMagnitude = 60
5641      MinForcePitch     = 85
5642      MaxForcePitch     = 90
5643      SpinRate          = 90
5644      BounceSound       = DebrisBigMetal
5645    End
5646  
5647  ; Extra bits
5648    CreateDebris
5649      ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
5650      Count = 4
5651      Mass = 5.0
5652      Disposition = SEND_IT_FLYING
5653      DispositionIntensity = .5
5654    End
5655  End
5656  
5657  ; -----------------------------------------------------------------------------
5658  ; The radar dish and the gun barrel debris for the overlord tank
5659  ; -----------------------------------------------------------------------------
5660  ObjectCreationList OCL_ChinaTankOverlordDebris
5661    ; Radar Dish
5662    CreateDebris
5663      ModelNames        = NVOvrlrd_D2
5664      Offset            = X:-1.492 Y:0.0 Z:17.946
5665      Count             = 1
5666      Mass              = 20.0
5667      Disposition       = RANDOM_FORCE
5668      MinForceMagnitude = 40
5669      MaxForceMagnitude = 50
5670      MinForcePitch     = 85
5671      MaxForcePitch     = 90
5672      SpinRate          = 90
5673      BounceSound       = DebrisBigMetal
5674    End
5675  
5676    ; Random debris
5677    CreateDebris
5678      ModelNames        = NVOvrlrd_D3
5679      Offset            = X:0.0 Y:0.0 Z:0.0
5680      Count             = 1
5681      Mass              = 20.0
5682      Disposition       = RANDOM_FORCE
5683      MinForceMagnitude = 50
5684      MaxForceMagnitude = 60
5685      MinForcePitch     = 85
5686      MaxForcePitch     = 90
5687      SpinRate          = 90
5688      BounceSound       = DebrisBigMetal
5689    End
5690  
5691    ; Random debris
5692    CreateDebris
5693      ModelNames        = NVOvrlrd_D4
5694      Offset            = X:0.0 Y:0.0 Z:0.0
5695      Count             = 1
5696      Mass              = 20.0
5697      Disposition       = RANDOM_FORCE
5698      MinForceMagnitude = 40
5699      MaxForceMagnitude = 60
5700      MinForcePitch     = 85
5701      MaxForcePitch     = 90
5702      SpinRate          = 90
5703      BounceSound       = DebrisBigMetal
5704    End
5705  
5706    ; Gun Barrel
5707    CreateObject
5708      ObjectNames       = ChinaTankOverlordBarrelDebris
5709      Offset            = X:-8.84 Y:-7.283 Z:12.54
5710      Count             = 1
5711      Disposition       = RANDOM_FORCE
5712      MinForceMagnitude = 100
5713      MaxForceMagnitude = 150
5714      MinForcePitch     = 85
5715      MaxForcePitch     = 90
5716      SpinRate          = 45
5717    End
5718  
5719    ; Burned out hull
5720    CreateObject
5721      ObjectNames       = ChinaTankOverlordDeadHull
5722      Offset            = X:0.0 Y:0.0 Z:0.0
5723      Count             = 1
5724      Disposition       = RANDOM_FORCE
5725    End
5726  End
5727  
5728  ; -----------------------------------------------------------------------------
5729  ; The exploding gattling tank debris
5730  ; -----------------------------------------------------------------------------
5731  ObjectCreationList OCL_ChinaTankGattlingDebris
5732    CreateObject
5733      ObjectNames = DeadChinaGattlingTankHulk
5734      Offset      = X:-6.62 Y:0.0 Z:0.0
5735      Count       = 1
5736      Disposition = LIKE_EXISTING
5737    End
5738  
5739    CreateDebris
5740      ModelNames        = NVGattTank_D2 ; borrowing a turret body debris from batmaster
5741      Offset            = X:2.506 Y:0.0 Z:7.044
5742      Count             = 1
5743      Mass              = 20.0
5744      Disposition       = RANDOM_FORCE
5745      MinForceMagnitude = 40
5746      MaxForceMagnitude = 50
5747      MinForcePitch     = 85
5748      MaxForcePitch     = 90
5749      SpinRate          = 90
5750      BounceSound       = DebrisBigMetal
5751    End
5752  
5753    CreateDebris
5754      ModelNames        = NVGattTank_D3 ; borrowing a turret barrel debris
5755      Offset            = X:7.366 Y:0.0 Z:9.024
5756      Count             = 1
5757      Mass              = 20.0
5758      Disposition       = RANDOM_FORCE
5759      MinForceMagnitude = 50
5760      MaxForceMagnitude = 60
5761      MinForcePitch     = 85
5762      MaxForcePitch     = 90
5763      SpinRate          = 90
5764      BounceSound       = DebrisBigMetal
5765    End
5766  
5767  ; Extra bits
5768    CreateDebris
5769      ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
5770      Count = 4
5771      Mass = 5.0
5772      Disposition = SEND_IT_FLYING
5773      DispositionIntensity = .5
5774    End
5775  End
5776  
5777  ObjectCreationList OCL_ChinaTankECMDebris
5778    CreateObject
5779      ObjectNames = DeadChinaECMTankHulk
5780      Offset      = X:-6.62 Y:0.0 Z:0.0
5781      Count       = 1
5782      Disposition = LIKE_EXISTING
5783    End
5784  
5785    CreateDebris
5786      ModelNames        = NVBanshee_D2 ; borrowing a turret body debris from batmaster
5787      Offset            = X:2.506 Y:0.0 Z:7.044
5788      Count             = 1
5789      Mass              = 20.0
5790      Disposition       = RANDOM_FORCE
5791      MinForceMagnitude = 40
5792      MaxForceMagnitude = 50
5793      MinForcePitch     = 85
5794      MaxForcePitch     = 90
5795      SpinRate          = 90
5796      BounceSound       = DebrisBigMetal
5797    End
5798  
5799  ; Extra bits
5800    CreateDebris
5801      ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
5802      Count = 4
5803      Mass = 5.0
5804      Disposition = SEND_IT_FLYING
5805      DispositionIntensity = .5
5806    End
5807  End
5808  
5809  ; -----------------------------------------------------------------------------
5810  ; The dam breaking creates the waveguide object
5811  ; -----------------------------------------------------------------------------
5812  ObjectCreationList OCL_DamDie
5813    CreateObject
5814      ObjectNames       = WaveGuide
5815      Count             = 1
5816      Disposition       = LIKE_EXISTING
5817    End
5818  End
5819  
5820  ; -----------------------------------------------------------------------------
5821  ObjectCreationList OCL_ChinaDozerExplode
5822    CreateObject
5823      ObjectNames = ChinaDeadDozerHulk
5824      Offset      = X:-6.62 Y:0.0 Z:0.0
5825      Count       = 1
5826      Disposition = LIKE_EXISTING
5827    End
5828    CreateDebris
5829      ModelNames  = nvconstdoz_D2
5830      Offset      = X:8.93 Y:0.0  Z:4.13
5831      Mass        = 10
5832      Count       = 1
5833      Disposition = SEND_IT_FLYING
5834      DispositionIntensity = 1.8
5835    End
5836    CreateDebris
5837      ModelNames  = nvconstdoz_D3
5838      Offset      = X:5.224 Y:-3.613 Z:10.611
5839      Mass        = 5
5840      Count       = 1
5841      Disposition = SEND_IT_FLYING
5842      DispositionIntensity = 0.6
5843    End
5844    CreateDebris
5845      ModelNames  = nvconstdoz_D4
5846      Offset      = X:-2.588 Y:-9.683 Z:3.87
5847      Mass        = 5
5848      Count       = 1
5849      Disposition = SEND_IT_FLYING
5850      DispositionIntensity = 0.8
5851    End
5852    CreateDebris
5853      ModelNames  = AVScrap2
5854      Offset      = X:-0.805 Y:3.508 Z:1.245
5855      Mass        = 5
5856      Count       = 1
5857      Disposition = SEND_IT_FLYING
5858      DispositionIntensity = 1.0
5859    End
5860    CreateDebris
5861      ModelNames  = AVScrap2
5862      Offset      = X:-14.235 Y:-3.508 Z:1.245
5863      Mass        = 5
5864      Count       = 1
5865      Disposition = SEND_IT_FLYING
5866      DispositionIntensity = 0.8
5867    End
5868    CreateDebris
5869      ModelNames  = AVScrap2
5870      Offset      = X:-14.901 Y:1.964 Z:3.926
5871      Mass        = 5
5872      Count       = 1
5873      Disposition = SEND_IT_FLYING
5874      DispositionIntensity = 0.5
5875    End
5876    CreateDebris
5877      ModelNames  = AVScrap5
5878      Offset      = X:-14.235 Y:3.508 Z:1.245
5879      Mass        = 5
5880      Count       = 1
5881      Disposition = SEND_IT_FLYING
5882      DispositionIntensity = 0.7
5883    End
5884    CreateDebris
5885      ModelNames  = AVScrap5
5886      Offset      = X:-8.652 Y:3.638 Z:3.925
5887      Mass        = 5
5888      Count       = 1
5889      Disposition = SEND_IT_FLYING
5890      DispositionIntensity = 1.0
5891    End
5892    CreateDebris
5893      ModelNames  = AVScrap5
5894      Offset      = X:-5.844 Y:-0.960 Z:5.601
5895      Mass        = 5
5896      Count       = 1
5897      Disposition = SEND_IT_FLYING
5898      DispositionIntensity = 1.7
5899    End
5900  End
5901  
5902  ; -----------------------------------------------------------------------------
5903  ObjectCreationList OCL_AmericaDozerExplode
5904    CreateObject
5905      ObjectNames = AmericaDeadDozerHulk
5906      Offset      = X:-7.962 Y:0.0 Z:0.0
5907      Count       = 1
5908      Disposition = LIKE_EXISTING
5909    End
5910    CreateDebris
5911      ModelNames  = avconstdoz_D2
5912      Offset      = X:3.38 Y:-5.0 Z:1.0
5913      Mass        = 10
5914      Count       = 1
5915      Disposition = SEND_IT_FLYING
5916      DispositionIntensity = 1.8
5917    End
5918    CreateDebris
5919      ModelNames  = avconstdoz_D2
5920      Offset      = X:-17.962 Y:-5.0 Z:1.0
5921      Mass        = 10
5922      Count       = 1
5923      Disposition = SEND_IT_FLYING
5924      DispositionIntensity = 1.8
5925    End
5926    CreateDebris
5927      ModelNames  = avconstdoz_D2
5928      Offset      = X:-17.962 Y:5.0 Z:1.0
5929      Mass        = 10
5930      Count       = 1
5931      Disposition = SEND_IT_FLYING
5932      DispositionIntensity = 1.8
5933    End
5934    CreateDebris
5935      ModelNames  = avconstdoz_D3
5936      Offset      = X:8.93 Y:0.0  Z:4.13
5937      Mass        = 5
5938      Count       = 1
5939      Disposition = SEND_IT_FLYING
5940      DispositionIntensity = 0.6
5941    End
5942    CreateDebris
5943      ModelNames  = avconstdoz_D4
5944      Offset      = X:-2.588 Y:-9.683 Z:3.87
5945      Mass        = 5
5946      Count       = 1
5947      Disposition = SEND_IT_FLYING
5948      DispositionIntensity = 0.8
5949    End
5950    CreateDebris
5951      ModelNames  = avconstdoz_D5
5952      Offset      = X:-0.805 Y:3.508 Z:1.245
5953  
5954      Mass        = 5
5955      Count       = 1
5956      Disposition = SEND_IT_FLYING
5957      DispositionIntensity = 1.0
5958    End
5959    CreateDebris
5960      ModelNames  = AVScrap2
5961      Offset      = X:-14.235 Y:-3.508 Z:1.245
5962      Mass        = 5
5963      Count       = 1
5964      Disposition = SEND_IT_FLYING
5965      DispositionIntensity = 0.8
5966    End
5967    CreateDebris
5968      ModelNames  = AVScrap2
5969      Offset      = X:-14.901 Y:1.964 Z:3.926
5970      Mass        = 5
5971      Count       = 1
5972      Disposition = SEND_IT_FLYING
5973      DispositionIntensity = 0.5
5974    End
5975    CreateDebris
5976      ModelNames  = AVScrap5
5977      Offset      = X:-14.235 Y:3.508 Z:1.245
5978      Mass        = 5
5979      Count       = 1
5980      Disposition = SEND_IT_FLYING
5981      DispositionIntensity = 0.7
5982    End
5983    CreateDebris
5984      ModelNames  = AVScrap5
5985      Offset      = X:-8.652 Y:3.638 Z:3.925
5986      Mass        = 5
5987      Count       = 1
5988      Disposition = SEND_IT_FLYING
5989      DispositionIntensity = 1.0
5990    End
5991    CreateDebris
5992      ModelNames  = AVScrap5
5993      Offset      = X:-5.844 Y:-0.960 Z:5.601
5994      Mass        = 5
5995      Count       = 1
5996      Disposition = SEND_IT_FLYING
5997      DispositionIntensity = 1.7
5998    End
5999  End
6000  
6001  ; -----------------------------------------------------------------------------
6002  ObjectCreationList OCL_AmericaScoutDroneExplode
6003    CreateObject
6004      ObjectNames = AmericaScoutDroneHulk
6005      Offset      = X:0.0 Y:0.0 Z:0.0
6006      Count       = 1
6007      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
6008      DispositionIntensity = 0.5
6009    End
6010    CreateDebris
6011      ModelNames  = AVScoutDr_D2    ;propellor
6012      Offset      = X:-8.5 Y:0.0 Z:2.4
6013      Mass        = 8
6014      Count       = 1
6015      Disposition       = SEND_IT_FLYING INHERIT_VELOCITY
6016      MinForceMagnitude = 5
6017      MaxForceMagnitude = 6
6018      MinForcePitch     = 60
6019      MaxForcePitch     = 90
6020      SpinRate          = 100
6021    End
6022    CreateDebris
6023      ModelNames  = AVScoutDr_D3    ;wing 1 of 2
6024      Offset      = X:0.0 Y:5.0 Z:0.0
6025      Mass        = 4.2
6026      Count       = 1
6027      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
6028      DispositionIntensity = 0.7
6029     BounceSound       = VehicleDebris
6030    End
6031    CreateDebris
6032      ModelNames  = AVScoutDr_D3    ;wing 2 of 2
6033      Offset      = X:0.0 Y:-5.0 Z:0.0
6034      Mass        = 2.2
6035      Count       = 1
6036      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
6037      DispositionIntensity = 0.7
6038     BounceSound       = VehicleDebris
6039    End
6040    CreateDebris
6041      ModelNames  = AVScoutDr_D4    ;flat panel?
6042      Offset      = X:-7.75 Y:-2.1 Z:1.16
6043      Mass        = 4
6044      Count       = 1
6045      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
6046      DispositionIntensity = 0.7
6047     BounceSound       = VehicleDebris
6048    End
6049  End
6050  
6051  ; -----------------------------------------------------------------------------
6052  ObjectCreationList OCL_AmericaBattleDroneExplode
6053    CreateObject
6054      ObjectNames = AmericaBattleDroneHulk
6055      Offset      = X:0.0 Y:0.0 Z:0.0
6056      Count       = 1
6057      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
6058      DispositionIntensity = 0.5
6059    End
6060    CreateDebris
6061      ModelNames  = AVBattleDr_D2    
6062      Offset      = X:-8.5 Y:0.0 Z:2.4
6063      Mass        = 8
6064      Count       = 1
6065      Disposition       = SEND_IT_FLYING INHERIT_VELOCITY
6066     BounceSound       = VehicleDebris
6067    End
6068    CreateDebris
6069      ModelNames  = AVBattleDr_D3    
6070      Offset      = X:0.0 Y:5.0 Z:0.0
6071      Mass        = 4
6072      Count       = 1
6073      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
6074      DispositionIntensity = 0.7
6075     BounceSound       = VehicleDebris
6076    End
6077  End
6078  
6079  ;------------------------------------------------------------------------------
6080  ;Raptor has just been killed 
6081  ;------------------------------------------------------------------------------
6082  ObjectCreationList OCL_RaptorDeathInitial
6083  
6084    ;The left wing broken off
6085    CreateDebris
6086      ModelNames           = AVRaptor_D4    
6087      Offset               = X:-5.598 Y:8.188 Z:0.04
6088      Mass                 = 3
6089      Count                = 1
6090      Disposition          = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6091      DispositionIntensity = 0.5
6092      MinForcePitch        = 0.0
6093      MaxForcePitch        = 40.0
6094      SpinRate             = 20.0
6095    End
6096    
6097  End
6098  
6099  ;------------------------------------------------------------------------------
6100  ;Secondary explosion to take place after a delay specified in the 
6101  ;JetSlowDeathBehavior module
6102  ;------------------------------------------------------------------------------
6103  ObjectCreationList OCL_RaptorDeathSecondary
6104  
6105  End
6106  
6107  ;------------------------------------------------------------------------------
6108  ;Dying raptor just hit the ground
6109  ;------------------------------------------------------------------------------
6110  ObjectCreationList OCL_RaptorDeathHitGround
6111  
6112    ;
6113    ;This is the main fuselage of the raptor
6114    ;The subobject will explode on impact... and can have 
6115    ;effects while it crashes.
6116    ; 
6117  
6118    ;This is the vertical stabilizer that rips off
6119    CreateDebris
6120      ModelNames  = AVRaptor_D2    
6121      Offset      = X:-7.999 Y:4.314 Z:2.86
6122      Mass        = 3
6123      Count       = 1
6124      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6125      DispositionIntensity = 0.5
6126      MinForcePitch = 0.0
6127      MaxForcePitch = 20.0
6128      SpinRate      = 50.0
6129    End
6130  
6131    ;The horizontal stabilizer broken off
6132    CreateDebris
6133      ModelNames  = AVRaptor_D3    
6134      Offset      = X:-12.822 Y:-6.425 Z:0.234
6135      Mass        = 3
6136      Count       = 1
6137      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6138      DispositionIntensity = 0.5
6139      MinForcePitch = 0.0
6140      MaxForcePitch = 30.0
6141      SpinRate      = 30.0
6142    End
6143  
6144    ;The left wing broken off
6145    CreateDebris
6146      ModelNames  = AVRaptor_D4    
6147      Offset      = X:-5.598 Y:8.188 Z:0.04
6148      Mass        = 3
6149      Count       = 1
6150      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6151      DispositionIntensity = 0.5
6152      MinForcePitch = 0.0
6153      MaxForcePitch = 40.0
6154      SpinRate      = 20.0
6155    End
6156  
6157  End
6158  
6159  ; -----------------------------------------------------------------------------
6160  ObjectCreationList OCL_BattleBusStartUndeath
6161    CreateDebris
6162      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6163  ;    ModelNames            = UVBattBus_D1 UVBattBus_D2 UVBattBus_D3 UVBattBus_D4
6164      Offset                = X:-40.0 Y:0.0 Z:0.0
6165      Count                 = 1
6166      Mass                  = 5.0
6167      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6168      DispositionIntensity  = 1.5
6169    End
6170  End
6171  
6172  ; -----------------------------------------------------------------------------
6173  ObjectCreationList OCL_BattleBusHitGround
6174    CreateDebris
6175      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6176      Offset                = X:-40.0 Y:0.0 Z:0.0
6177      Count                 = 6
6178      Mass                  = 5.0
6179      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6180      DispositionIntensity  = 1.5
6181    End
6182  End
6183  
6184  ; ------------------------------------------------------------------------------
6185  ObjectCreationList OCL_BattleBusDeath
6186    CreateObject
6187      ObjectNames = DeadBattleBusHulk
6188      Offset      = X:-7.962 Y:0.0 Z:0.0
6189      Count       = 1
6190      Disposition = LIKE_EXISTING
6191    End
6192    CreateDebris
6193      ModelNames  = UVBattBus_D2
6194      Offset      = X:3.38 Y:-5.0 Z:1.0
6195      Mass        = 10
6196      Count       = 1
6197      Disposition = SEND_IT_FLYING
6198      DispositionIntensity = 1.8
6199    End
6200    CreateDebris
6201      ModelNames  = UVBattBus_D3
6202      Offset      = X:-17.962 Y:-5.0 Z:1.0
6203      Mass        = 10
6204      Count       = 1
6205      Disposition = SEND_IT_FLYING
6206      DispositionIntensity = 1.8
6207    End
6208    CreateDebris
6209      ModelNames  = UVBattBus_D4
6210      Offset      = X:-17.962 Y:5.0 Z:1.0
6211      Mass        = 10
6212      Count       = 1
6213      Disposition = SEND_IT_FLYING
6214      DispositionIntensity = 1.8
6215    End 
6216  End
6217  
6218  
6219  ;------------------------------------------------------------------------------    
6220  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
6221  ;determines when the jet is finally destroyed and removed from the game world
6222  ;------------------------------------------------------------------------------
6223  ObjectCreationList OCL_RaptorDeathFinalBlowUp
6224  
6225    CreateObject
6226      ObjectNames = AmericaJetRaptorHulk
6227      Offset      = X:0.0 Y:0.0 Z:0.0
6228      Count       = 1
6229      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6230      DispositionIntensity = 0.4
6231      MinForcePitch = 0.0
6232      MaxForcePitch = 10.0
6233      RollRate      = 0.0
6234      PitchRate     = 0.0
6235      YawRate       = 0.0
6236    End
6237  
6238  End
6239  
6240  ;------------------------------------------------------------------------------    
6241  ObjectCreationList OCL_BigPlaneDeath
6242    CreateDebris
6243      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6244      Offset                = X:-40.0 Y:0.0 Z:0.0
6245      Count                 = 6
6246      Mass                  = 5.0
6247      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6248      DispositionIntensity  = 1.5
6249    End
6250    CreateDebris
6251      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6252      Offset                = X:-20.0 Y:0.0 Z:0.0
6253      Count                 = 6
6254      Mass                  = 5.0
6255      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6256      DispositionIntensity  = 1.5
6257    End
6258    CreateDebris
6259      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6260      Offset                = X:0.0 Y:0.0 Z:0.0
6261      Count                 = 6
6262      Mass                  = 5.0
6263      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6264      DispositionIntensity  = 1.5
6265    End
6266    CreateDebris
6267      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6268      Offset                = X:20.0 Y:0.0 Z:0.0
6269      Count                 = 6
6270      Mass                  = 5.0
6271      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6272      DispositionIntensity  = 1.5
6273    End
6274    CreateDebris
6275      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6276      Offset                = X:40.0 Y:0.0 Z:0.0
6277      Count                 = 6
6278      Mass                  = 5.0
6279      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6280      DispositionIntensity  = 1.5
6281    End
6282    CreateDebris
6283      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6284      Offset                = X:0.0 Y:-30.0 Z:0.0
6285      Count                 = 6
6286      Mass                  = 5.0
6287      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6288      DispositionIntensity  = 1.5
6289    End
6290    CreateDebris
6291      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6292      Offset                = X:0.0 Y:-15.0 Z:0.0
6293      Count                 = 6
6294      Mass                  = 5.0
6295      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6296      DispositionIntensity  = 1.5
6297    End
6298    CreateDebris
6299      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6300      Offset                = X:0.0 Y:15.0 Z:0.0
6301      Count                 = 6
6302      Mass                  = 5.0
6303      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6304      DispositionIntensity  = 1.5
6305    End
6306    CreateDebris
6307      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6308      Offset                = X:0.0 Y:30.0 Z:0.0
6309      Count                 = 6
6310      Mass                  = 5.0
6311      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6312      DispositionIntensity  = 1.5
6313    End
6314  
6315  End
6316  
6317  ;------------------------------------------------------------------------------    
6318  ObjectCreationList OCL_AmericaJetCargoDeathStart
6319  ;  CreateObject
6320  ;    ObjectNames = AmericaJetCargoHulk
6321  ;    Offset      = X:0.0 Y:0.0 Z:0.0
6322  ;    Count       = 1
6323  ;    Disposition = LIKE_EXISTING INHERIT_VELOCITY
6324  ;  End
6325  
6326    CreateDebris
6327      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6328      Offset                = X:-40.0 Y:0.0 Z:0.0
6329      Count                 = 3
6330      Mass                  = 5.0
6331      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6332      DispositionIntensity  = 1.0
6333      ParticleSystem = JetExplosionTrailDebris
6334      MinLifetime   = 400
6335      MaxLifetime   = 1100
6336    End
6337    CreateDebris
6338      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6339      Offset                = X:-20.0 Y:0.0 Z:0.0
6340      Count                 = 3
6341      Mass                  = 5.0
6342      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6343      DispositionIntensity  = 1.0
6344      ParticleSystem = JetExplosionTrailDebris
6345      MinLifetime   = 400
6346      MaxLifetime   = 1100
6347    End
6348    CreateDebris
6349      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6350      Offset                = X:0.0 Y:0.0 Z:0.0
6351      Count                 = 3
6352      Mass                  = 5.0
6353      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6354      DispositionIntensity  = 1.0
6355      ParticleSystem = JetExplosionTrailDebris
6356      MinLifetime   = 400
6357      MaxLifetime   = 1100
6358    End
6359    CreateDebris
6360      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6361      Offset                = X:20.0 Y:0.0 Z:0.0
6362      Count                 = 3
6363      Mass                  = 5.0
6364      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6365      DispositionIntensity  = 1.0
6366      ParticleSystem = JetExplosionTrailDebris
6367      MinLifetime   = 400
6368      MaxLifetime   = 1100
6369    End
6370    CreateDebris
6371      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6372      Offset                = X:40.0 Y:0.0 Z:0.0
6373      Count                 = 3
6374      Mass                  = 5.0
6375      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6376      DispositionIntensity  = 1.0
6377      ParticleSystem = JetExplosionTrailDebris
6378      MinLifetime   = 400
6379      MaxLifetime   = 1100
6380    End
6381    CreateDebris
6382      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6383      Offset                = X:0.0 Y:-30.0 Z:0.0
6384      Count                 = 3
6385      Mass                  = 5.0
6386      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6387      DispositionIntensity  = 1.0
6388      ParticleSystem = JetExplosionTrailDebris
6389      MinLifetime   = 400
6390      MaxLifetime   = 1100
6391    End
6392    CreateDebris
6393      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6394      Offset                = X:0.0 Y:-15.0 Z:0.0
6395      Count                 = 3
6396      Mass                  = 5.0
6397      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6398      DispositionIntensity  = 1.0
6399      ParticleSystem = JetExplosionTrailDebris
6400      MinLifetime   = 400
6401      MaxLifetime   = 1600
6402    End
6403    CreateDebris
6404      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6405      Offset                = X:0.0 Y:15.0 Z:0.0
6406      Count                 = 3
6407      Mass                  = 5.0
6408      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6409      DispositionIntensity  = 1.0
6410      ParticleSystem = JetExplosionTrailDebris
6411      MinLifetime   = 400
6412      MaxLifetime   = 1100
6413    End
6414    CreateDebris
6415      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6416      Offset                = X:0.0 Y:30.0 Z:0.0
6417      Count                 = 3
6418      Mass                  = 5.0
6419      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6420      DispositionIntensity  = 1.0
6421      ParticleSystem = JetExplosionTrailDebris
6422      MinLifetime   = 400
6423      MaxLifetime   = 1100
6424    End
6425  
6426  End
6427  
6428  ;------------------------------------------------------------------------------    
6429  ObjectCreationList OCL_AmericaJetCargoHulkDeath
6430    CreateDebris
6431      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6432      Offset                = X:-40.0 Y:0.0 Z:0.0
6433      Count                 = 2
6434      Mass                  = 5.0
6435      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6436      DispositionIntensity  = .66
6437     End
6438    CreateDebris
6439      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6440      Offset                = X:-20.0 Y:0.0 Z:0.0
6441      Count                 = 2
6442      Mass                  = 5.0
6443      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6444      DispositionIntensity  = .66
6445    End
6446    CreateDebris
6447      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6448      Offset                = X:0.0 Y:0.0 Z:0.0
6449      Count                 = 2
6450       Mass                  = 5.0
6451      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6452      DispositionIntensity  = .66
6453    End
6454    CreateDebris
6455      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6456      Offset                = X:20.0 Y:0.0 Z:0.0
6457      Count                 = 2
6458      Mass                  = 5.0
6459      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6460      DispositionIntensity  = .66
6461    End
6462    CreateDebris
6463      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6464      Offset                = X:40.0 Y:0.0 Z:0.0
6465      Count                 = 2
6466      Mass                  = 5.0
6467      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6468      DispositionIntensity  = .66
6469    End
6470    CreateDebris
6471      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6472      Offset                = X:0.0 Y:-30.0 Z:0.0
6473      Count                 = 2
6474      Mass                  = 5.0
6475      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6476      DispositionIntensity  = .66
6477    End
6478    CreateDebris
6479      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6480      Offset                = X:0.0 Y:-15.0 Z:0.0
6481      Count                 = 2
6482      Mass                  = 5.0
6483      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6484      DispositionIntensity  = .66
6485    End
6486    CreateDebris
6487      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6488      Offset                = X:0.0 Y:15.0 Z:0.0
6489      Count                 = 2
6490      Mass                  = 5.0
6491      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6492      DispositionIntensity  = .66
6493    End
6494    CreateDebris
6495      ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6496      Offset                = X:0.0 Y:30.0 Z:0.0
6497      Count                 = 2
6498      Mass                  = 5.0
6499      Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
6500      DispositionIntensity  = .66
6501    End
6502  
6503  End
6504  
6505  ;------------------------------------------------------------------------------    
6506  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
6507  ;determines when the jet is finally destroyed and removed from the game world
6508  ;------------------------------------------------------------------------------
6509  ObjectCreationList OCL_A10DeathFinalBlowUp
6510  
6511    CreateObject
6512      ObjectNames = AmericaJetA10Hulk
6513      Offset      = X:0.0 Y:0.0 Z:0.0
6514      Count       = 1
6515      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6516      DispositionIntensity = 0.4
6517      MinForcePitch = 0.0
6518      MaxForcePitch = 10.0
6519      RollRate      = 0.0
6520      PitchRate     = 0.0
6521      YawRate       = 0.0
6522    End
6523  
6524  End
6525  
6526  
6527  ;------------------------------------------------------------------------------    
6528  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
6529  ;determines when the jet is finally destroyed and removed from the game world
6530  ;------------------------------------------------------------------------------
6531  ObjectCreationList OCL_SpectreDeathFinalBlowUp
6532  
6533    CreateObject
6534      ObjectNames = SpectreHulk
6535      Offset      = X:0.0 Y:0.0 Z:0.0
6536      Count       = 1
6537      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6538      DispositionIntensity = 0.4
6539      MinForcePitch = 0.0
6540      MaxForcePitch = 10.0
6541      RollRate      = 0.0
6542      PitchRate     = 0.0
6543      YawRate       = 0.0
6544    End
6545  
6546  End
6547  
6548  
6549  
6550  ;------------------------------------------------------------------------------    
6551  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
6552  ;determines when the jet is finally destroyed and removed from the game world
6553  ;------------------------------------------------------------------------------
6554  ObjectCreationList OCL_A10DeathHitGround
6555  
6556    ;wings that rips off
6557    CreateDebris
6558      ModelNames  = AVWarthog_D2    
6559      Offset      = X:-7.999 Y:4.314 Z:2.86
6560      Mass        = 3
6561      Count       = 1
6562      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6563      DispositionIntensity = 1.5
6564      MinForcePitch = 0.0
6565      MaxForcePitch = 20.0
6566      SpinRate      = 50.0
6567      MinLifetime   = 4000
6568      MaxLifetime   = 6000
6569    End
6570    CreateDebris
6571      ModelNames  = AVWarthog_D2    
6572      Offset      = X:7.999 Y:4.314 Z:2.86
6573      Mass        = 3
6574      Count       = 1
6575      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6576      DispositionIntensity = 1.5
6577      MinForcePitch = 0.0
6578      MaxForcePitch = 20.0
6579      SpinRate      = 50.0
6580      MinLifetime   = 4000
6581      MaxLifetime   = 6000
6582    End
6583  
6584    ;engines rip off
6585    CreateDebris
6586      ModelNames  = AVWarthog_D3    
6587      Offset      = X:-2.822 Y:-6.425 Z:0.234
6588      Mass        = 3
6589      Count       = 1
6590      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6591      DispositionIntensity = 1.5
6592      MinForcePitch = 0.0
6593      MaxForcePitch = 30.0
6594      SpinRate      = 30.0
6595      MinLifetime   = 4000
6596      MaxLifetime   = 6000
6597    End
6598    CreateDebris
6599      ModelNames  = AVWarthog_D3    
6600      Offset      = X:2.822 Y:-6.425 Z:0.234
6601      Mass        = 3
6602      Count       = 1
6603      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6604      DispositionIntensity = 1.5
6605      MinForcePitch = 0.0
6606      MaxForcePitch = 30.0
6607      SpinRate      = 30.0
6608      MinLifetime   = 4000
6609      MaxLifetime   = 6000
6610    End
6611  
6612  End
6613  
6614  ;------------------------------------------------------------------------------    
6615  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
6616  ;determines when the jet is finally destroyed and removed from the game world
6617  ;------------------------------------------------------------------------------
6618  ObjectCreationList OCL_StealthDeathFinalBlowUp
6619  
6620    CreateObject
6621      ObjectNames = AmericaJetStealthHulk
6622      Offset      = X:0.0 Y:0.0 Z:0.0
6623      Count       = 1
6624      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6625      DispositionIntensity = 0.4
6626      MinForcePitch = 0.0
6627      MaxForcePitch = 10.0
6628      RollRate      = 0.0
6629      PitchRate     = 0.0
6630      YawRate       = 0.0
6631    End
6632  
6633  End
6634  
6635  ;------------------------------------------------------------------------------    
6636  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
6637  ;determines when the jet is finally destroyed and removed from the game world
6638  ;------------------------------------------------------------------------------
6639  ObjectCreationList OCL_AuroraDeathFinalBlowUp
6640  
6641    CreateObject
6642      ObjectNames = AmericaJetAuroraHulk
6643      Offset      = X:0.0 Y:0.0 Z:0.0
6644      Count       = 1
6645      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6646      DispositionIntensity = 0.4
6647      MinForcePitch = 0.0
6648      MaxForcePitch = 10.0
6649      RollRate      = 0.0
6650      PitchRate     = 0.0
6651      YawRate       = 0.0
6652    End
6653  
6654  End
6655  
6656  ;------------------------------------------------------------------------------
6657  ;MIG has just been killed 
6658  ;------------------------------------------------------------------------------
6659  ObjectCreationList OCL_MIGDeathInitial
6660  
6661    ;The left wing broken off
6662    CreateDebris
6663      ModelNames           = NVMIG_D4    
6664      Offset               = X:7.027 Y:-3.033 Z:3.008
6665      Mass                 = 3
6666      Count                = 1
6667      Disposition          = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6668      DispositionIntensity = 0.5
6669      MinForcePitch        = 0.0
6670      MaxForcePitch        = 40.0
6671      SpinRate             = 20.0
6672    End
6673    
6674  End
6675  
6676  ;------------------------------------------------------------------------------
6677  ;Secondary explosion to take place after a delay specified in the 
6678  ;JetSlowDeathBehavior module
6679  ;------------------------------------------------------------------------------
6680  ObjectCreationList OCL_MIGDeathSecondary
6681  
6682  End
6683  
6684  ;------------------------------------------------------------------------------
6685  ;Dying MIG just hit the ground
6686  ;------------------------------------------------------------------------------
6687  ObjectCreationList OCL_MIGDeathHitGround
6688  
6689    ;
6690    ;This is the main fuselage of the MIG
6691    ;The subobject will explode on impact... and can have 
6692    ;effects while it crashes.
6693    ; 
6694  
6695    ;This is the vertical stabilizer that rips off
6696    CreateDebris
6697      ModelNames  = NVMIG_D2    
6698      Offset      = X:-10.388 Y:3.573 Z:2.872
6699      Mass        = 3
6700      Count       = 1
6701      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6702      DispositionIntensity = 0.5
6703      MinForcePitch = 0.0
6704      MaxForcePitch = 20.0
6705      SpinRate      = 50.0
6706    End
6707  
6708    ;The horizontal stabilizer broken off
6709    CreateDebris
6710      ModelNames  = NVMIG_D3    
6711      Offset      = x:-9.536 Y:3.573 Z:1.334
6712      Mass        = 3
6713      Count       = 1
6714      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6715      DispositionIntensity = 0.5
6716      MinForcePitch = 0.0
6717      MaxForcePitch = 30.0
6718      SpinRate      = 30.0
6719    End
6720  
6721    ;The left wing broken off
6722    CreateDebris
6723      ModelNames  = NVMIG_D4    
6724      Offset      = X:7.027 Y:-3.033 Z:3.008
6725      Mass        = 3
6726      Count       = 1
6727      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6728      DispositionIntensity = 0.5
6729      MinForcePitch = 0.0
6730      MaxForcePitch = 40.0
6731      SpinRate      = 20.0
6732    End
6733  
6734  End
6735  
6736  ;------------------------------------------------------------------------------    
6737  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
6738  ;determines when the jet is finally destroyed and removed from the game world
6739  ;------------------------------------------------------------------------------
6740  ObjectCreationList OCL_MIGDeathFinalBlowUp
6741  
6742    CreateObject
6743      ObjectNames = ChinaJetMIGHulk
6744      Offset      = X:0.0 Y:0.0 Z:0.0
6745      Count       = 1
6746      Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
6747      DispositionIntensity = 0.4
6748      MinForcePitch = 0.0
6749      MaxForcePitch = 10.0
6750      RollRate      = 0.0
6751      PitchRate     = 0.0
6752      YawRate       = 0.0
6753    End
6754  
6755  End
6756  
6757  ;------------------------------------------------------------------------------
6758  ;This one blows up glamerously with no hulk! Lots of fragments.
6759  ;------------------------------------------------------------------------------
6760  ObjectCreationList OCL_MIGDeathFinalBlowUp_CinematicVersion
6761  
6762    ;extra generic bits
6763    CreateDebris
6764      ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
6765      Count = 4
6766      Mass = 5.0
6767      Disposition = SEND_IT_FLYING RANDOM_FORCE
6768      DispositionIntensity = .5
6769    End 
6770  
6771  End
6772  
6773  ; -----------------------------------------------------------------------------
6774  ObjectCreationList OCL_BridgeDamaged01
6775    CreateDebris
6776      ModelNames = CVTanker_d15
6777      Offset = x:  -7.869  y:  .07  z:  3.663
6778      Mass = 5
6779      Disposition = SEND_IT_FLYING
6780      DispositionIntensity = 1
6781    End
6782  End
6783  
6784  ; -----------------------------------------------------------------------------
6785  ObjectCreationList OCL_BridgeRepaired01
6786  End
6787  
6788  ; ----------------------------------------------
6789  ; This is what happens to a missile when shot down
6790  ; by a point defense laser! Should be quick and
6791  ; cheap.
6792  ObjectCreationList OCL_GenericMissileDisintegrate
6793  
6794  ;  CreateDebris
6795  ;    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
6796  ;    Count = 1
6797  ;    Mass = 5.0
6798  ;    Disposition = SEND_IT_FLYING
6799  ;    DispositionIntensity = 1.5
6800  ;  End 
6801  
6802    CreateDebris
6803      ModelNames = GXMammoth_D01
6804      Offset = X:0 Y:0 Z:0
6805      Mass = 2
6806      Count = 1
6807      Disposition = RANDOM_FORCE INHERIT_VELOCITY
6808      MinForceMagnitude = 1
6809      MaxForceMagnitude = 2
6810      SpinRate = 180
6811      MinForcePitch = 75
6812      MaxForcePitch = 90
6813    End
6814  End
6815  
6816  ; -----------------------------------------------------------------------------
6817  ; The animated trainwreck object... THIS IS ONLY FOR TEST
6818  ; -----------------------------------------------------------------------------
6819  ObjectCreationList OCL_TrainWreck
6820    CreateObject
6821      ObjectNames       = SpecialEffectsTrainCrashObject
6822      Count             = 1
6823      Disposition       = LIKE_EXISTING
6824    End
6825  End
6826  
6827  
6828  ; -----------------------------------------------------------------------------
6829  ; The vehicle-crashes-into-building effect
6830  ; -----------------------------------------------------------------------------
6831  ObjectCreationList OCL_VehicleCrashesIntoBuilding
6832    CreateDebris
6833      ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
6834      Count = 6
6835      Mass = 5.0
6836      Disposition = SEND_IT_FLYING
6837      DispositionIntensity = 1.5
6838    End
6839  End
6840  
6841  ; -----------------------------------------------------------------------------
6842  ; Tsing Ma bridge destruction object debris pieces
6843  ; -----------------------------------------------------------------------------
6844  ObjectCreationList OCL_TsingMaExplosion
6845    CreateDebris
6846      ModelNames = CMTsingMa_d04 CMTsingMa_d05
6847      Count = 35
6848      Mass = 3.0
6849      Disposition = SEND_IT_FLYING
6850      DispositionIntensity = 1.5
6851      Offset = X:10 Y:0 Z:0
6852    End
6853    CreateDebris
6854      ModelNames = CMTsingMa_d03
6855      Count = 5
6856      Mass = 3.0
6857      Disposition = SEND_IT_FLYING
6858      DispositionIntensity = 1.5
6859      Offset = X:10 Y:0 Z:0
6860    End
6861    CreateDebris
6862      ModelNames = CMTsingMa_d01 CMTsingMa_d02
6863      Count = 3
6864      Mass = 50.0
6865      Disposition = SEND_IT_FLYING
6866      DispositionIntensity = 1.5
6867      SpinRate      = 10.0
6868      Offset = X:10 Y:0 Z:0
6869      MinLifetime   = 40000
6870      MaxLifetime   = 60000
6871    End
6872  End
6873  
6874  ; ---------------------------------------------------------------------------------------
6875  ; The Tanks that drive over the Tsing Ma Bridge Cinematic Sequence
6876  ; ---------------------------------------------------------------------------------------
6877  ObjectCreationList OCL_TsingMaTankColumn
6878    CreateObject
6879      ObjectNames = TsingMaTankColumn
6880      Disposition = LIKE_EXISTING
6881      Count       = 1
6882    End
6883  End
6884  
6885  ; ---------------------------------------------------------------------------------------
6886  ; The Infantry that run over the Tsing Ma Bridge Cinematic Sequence
6887  ; ---------------------------------------------------------------------------------------
6888  ObjectCreationList OCL_TsingMaInfantryColumn
6889    CreateObject
6890      ObjectNames = TsingMaInfantryColumn
6891      Disposition = LIKE_EXISTING
6892      Count       = 1
6893    End
6894  End
6895  
6896  ; -----------------------------------------------------------------------------
6897  ; Train Wreck bridge destruction object debris pieces
6898  ; -----------------------------------------------------------------------------
6899  ObjectCreationList OCL_TrainWreckExplosion
6900    CreateDebris
6901      ModelNames = CMTsingMa_d03 CMTsingMa_d04 CMTsingMa_d05
6902      Count = 35
6903      Mass = 3.0
6904      Disposition = SEND_IT_FLYING
6905      DispositionIntensity = 1.5
6906      Offset = X:10 Y:0 Z:0
6907    End
6908  End
6909  
6910  ; ---------------------------------------------------------------------------------------
6911  ; The Lasers that fire out of the SDIUplink when dying
6912  ; ---------------------------------------------------------------------------------------
6913  ObjectCreationList OCL_SDILinkLasers
6914    CreateObject
6915      ObjectNames = SDILasers
6916      Disposition = LIKE_EXISTING
6917      Count       = 1
6918      MinLifetime   = 3000
6919      MaxLifetime   = 3000
6920      Offset = X:30 Y:0 Z:0
6921    End
6922  End
6923  
6924  ;------------------------------------------------------------------
6925  ; Sneak attack Generals Ability
6926  ; John Comes - 5/03
6927  ;------------------------------------------------------------------
6928  ObjectCreationList OCL_CreateSneakAttackTunnelStart
6929    CreateObject
6930      ObjectNames = GLASneakAttackTunnelNetworkStart
6931      Disposition = LIKE_EXISTING
6932    End
6933  End
6934  
6935  ObjectCreationList OCL_CreateSneakAttackTunnel
6936    CreateObject
6937      ObjectNames = GLASneakAttackTunnelNetwork
6938      Disposition = LIKE_EXISTING
6939    End
6940  End
6941  
6942  
6943  
6944  ; -----------------------------------------------------------------------------
6945  ; The MOAB bomb blows up and releases these objects to continue
6946  ; the "weapon bomb" process
6947  ; -----------------------------------------------------------------------------
6948  ObjectCreationList OCL_MOABExplode
6949  
6950    ; This daisy cutter gas is the actual object that does the damage
6951    CreateObject
6952      ObjectNames = MOABGas
6953      Disposition = LIKE_EXISTING
6954    End
6955    
6956    ; Random debris for the bomb shell breaking up
6957    CreateDebris
6958      ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
6959      Count = 4
6960      Mass = 5.0
6961      Disposition = SEND_IT_FLYING
6962      DispositionIntensity = 1.5
6963    End
6964    
6965  End
6966  
6967  
6968  ; -----------------------------------------------------------------------------
6969  ; The leaflet releases these objects to continue
6970  ; the "weapon bomb" process
6971  ; -----------------------------------------------------------------------------
6972  ObjectCreationList OCL_LeafletContainerExplode
6973  
6974    ; Random debris for the bomb shell breaking up
6975    CreateDebris
6976      ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
6977      Count = 4
6978      Mass = 5.0
6979      Disposition = SEND_IT_FLYING
6980      DispositionIntensity = 1.5
6981    End
6982    
6983  End
6984  
6985  
6986  
6987  ; -----------------------------------------------------------------------------
6988  ; -----------------------------------------------------------------------------
6989  ObjectCreationList OCL_ReinforcementPadUSAVehicle
6990    DeliverPayload
6991      Transport = AmericaJetCargoPlane
6992      StartAtPreferredHeight = Yes
6993      StartAtMaxSpeed = Yes
6994      MaxAttempts = 4
6995      DropOffset = X:0 Y:0 Z:-5
6996      DropDelay = 400
6997      PutInContainer = LargeParachute
6998      Payload = AmericaTankCrusader 1
6999      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7000      ; up on the target instead of parachuting to the spot below their drop point.
7001      DeliveryDistance = 250
7002    End
7003  End
7004  
7005  ; -----------------------------------------------------------------------------
7006  ; -----------------------------------------------------------------------------
7007  ObjectCreationList OCL_ReinforcementPadCHIVehicle
7008    DeliverPayload
7009      Transport = ChinaJetCargoPlane
7010      StartAtPreferredHeight = Yes
7011      StartAtMaxSpeed = Yes
7012      MaxAttempts = 4
7013      DropOffset = X:0 Y:0 Z:-5
7014      DropDelay = 400
7015      PutInContainer = LargeParachute
7016      Payload = ChinaTankBattleMaster 1
7017      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7018      ; up on the target instead of parachuting to the spot below their drop point.
7019      DeliveryDistance = 250
7020    End
7021  End
7022  
7023  ; -----------------------------------------------------------------------------
7024  ; -----------------------------------------------------------------------------
7025  ObjectCreationList OCL_ReinforcementPadGLAVehicle
7026    DeliverPayload
7027      Transport = GLAJetCargoPlane
7028      StartAtPreferredHeight = Yes
7029      StartAtMaxSpeed = Yes
7030      MaxAttempts = 4
7031      DropOffset = X:0 Y:0 Z:-5
7032      DropDelay = 400
7033      PutInContainer = LargeParachute
7034      Payload = GLATankScorpion 1
7035      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7036      ; up on the target instead of parachuting to the spot below their drop point.
7037      DeliveryDistance = 250
7038    End
7039  End
7040  
7041  ; -----------------------------------------------------------------------------
7042  ; -----------------------------------------------------------------------------
7043  ObjectCreationList OCL_SWGen_ReinforcementPadUSAVehicle
7044    DeliverPayload
7045      Transport = AmericaJetCargoPlane
7046      StartAtPreferredHeight = Yes
7047      StartAtMaxSpeed = Yes
7048      MaxAttempts = 4
7049      DropOffset = X:0 Y:0 Z:-5
7050      DropDelay = 400
7051      PutInContainer = LargeParachute
7052      Payload = SupW_AmericaVehicleTomahawk 1
7053      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7054      ; up on the target instead of parachuting to the spot below their drop point.
7055      DeliveryDistance = 250
7056    End
7057  End
7058  
7059  ; -----------------------------------------------------------------------------
7060  ; -----------------------------------------------------------------------------
7061  ObjectCreationList OCL_LGen_ReinforcementPadUSAVehicle
7062    DeliverPayload
7063      Transport = AmericaJetCargoPlane
7064      StartAtPreferredHeight = Yes
7065      StartAtMaxSpeed = Yes
7066      MaxAttempts = 4
7067      DropOffset = X:0 Y:0 Z:-5
7068      DropDelay = 400
7069      PutInContainer = LargeParachute
7070      Payload = Lazr_AmericaTankCrusader 1
7071      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7072      ; up on the target instead of parachuting to the spot below their drop point.
7073      DeliveryDistance = 250
7074    End
7075  End
7076  
7077  ; -----------------------------------------------------------------------------
7078  ; -----------------------------------------------------------------------------
7079  ObjectCreationList OCL_AFGen_ReinforcementPadUSAVehicle
7080    DeliverPayload
7081      Transport = AmericaJetCargoPlane
7082      StartAtPreferredHeight = Yes
7083      StartAtMaxSpeed = Yes
7084      MaxAttempts = 4
7085      DropOffset = X:0 Y:0 Z:-5
7086      DropDelay = 400
7087      PutInContainer = LargeParachute
7088      Payload = AirF_AmericaVehicleHumvee 1
7089      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7090      ; up on the target instead of parachuting to the spot below their drop point.
7091      DeliveryDistance = 250
7092    End
7093  End
7094  
7095  ; -----------------------------------------------------------------------------
7096  ; -----------------------------------------------------------------------------
7097  ObjectCreationList OCL_InfGen_ReinforcementPadCHIVehicle
7098    DeliverPayload
7099      Transport = ChinaJetCargoPlane
7100      StartAtPreferredHeight = Yes
7101      StartAtMaxSpeed = Yes
7102      MaxAttempts = 4
7103      DropOffset = X:0 Y:0 Z:-5
7104      DropDelay = 400
7105      PutInContainer = LargeParachute
7106      Payload = Infa_ChinaVehicleTroopCrawler 1
7107      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7108      ; up on the target instead of parachuting to the spot below their drop point.
7109      DeliveryDistance = 250
7110    End
7111  End
7112  
7113  ; -----------------------------------------------------------------------------
7114  ; -----------------------------------------------------------------------------
7115  ObjectCreationList OCL_TnkGen_ReinforcementPadCHIVehicle
7116    DeliverPayload
7117      Transport = ChinaJetCargoPlane
7118      StartAtPreferredHeight = Yes
7119      StartAtMaxSpeed = Yes
7120      MaxAttempts = 4
7121      DropOffset = X:0 Y:0 Z:-5
7122      DropDelay = 400
7123      PutInContainer = LargeParachute
7124      Payload = Tank_ChinaTankBattleMaster 1
7125      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7126      ; up on the target instead of parachuting to the spot below their drop point.
7127      DeliveryDistance = 250
7128    End
7129  End
7130  
7131  ; -----------------------------------------------------------------------------
7132  ; -----------------------------------------------------------------------------
7133  ObjectCreationList OCL_NukeGen_ReinforcementPadCHIVehicle
7134    DeliverPayload
7135      Transport = ChinaJetCargoPlane
7136      StartAtPreferredHeight = Yes
7137      StartAtMaxSpeed = Yes
7138      MaxAttempts = 4
7139      DropOffset = X:0 Y:0 Z:-5
7140      DropDelay = 400
7141      PutInContainer = LargeParachute
7142      Payload = Nuke_ChinaTankBattleMaster 1
7143      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7144      ; up on the target instead of parachuting to the spot below their drop point.
7145      DeliveryDistance = 250
7146    End
7147  End
7148  
7149  ; -----------------------------------------------------------------------------
7150  ; -----------------------------------------------------------------------------
7151  ObjectCreationList OCL_ToxGen_ReinforcementPadGLAVehicle
7152    DeliverPayload
7153      Transport = GLAJetCargoPlane
7154      StartAtPreferredHeight = Yes
7155      StartAtMaxSpeed = Yes
7156      MaxAttempts = 4
7157      DropOffset = X:0 Y:0 Z:-5
7158      DropDelay = 400
7159      PutInContainer = LargeParachute
7160      Payload = Chem_GLAVehicleToxinTruck 1
7161      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7162      ; up on the target instead of parachuting to the spot below their drop point.
7163      DeliveryDistance = 250
7164    End
7165  End
7166  
7167  ; -----------------------------------------------------------------------------
7168  ; -----------------------------------------------------------------------------
7169  ObjectCreationList OCL_DemoGen_ReinforcementPadGLAVehicle
7170    DeliverPayload
7171      Transport = GLAJetCargoPlane
7172      StartAtPreferredHeight = Yes
7173      StartAtMaxSpeed = Yes
7174      MaxAttempts = 4
7175      DropOffset = X:0 Y:0 Z:-5
7176      DropDelay = 400
7177      PutInContainer = LargeParachute
7178      Payload = Demo_GLAVehicleCombatBike 2
7179      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7180      ; up on the target instead of parachuting to the spot below their drop point.
7181      DeliveryDistance = 250
7182    End
7183  End
7184  
7185  ; -----------------------------------------------------------------------------
7186  ; -----------------------------------------------------------------------------
7187  ObjectCreationList OCL_StlthGen_ReinforcementPadGLAVehicle
7188    DeliverPayload
7189      Transport = GLAJetCargoPlane
7190      StartAtPreferredHeight = Yes
7191      StartAtMaxSpeed = Yes
7192      MaxAttempts = 4
7193      DropOffset = X:0 Y:0 Z:-5
7194      DropDelay = 400
7195      PutInContainer = LargeParachute
7196      Payload = Slth_GLAVehicleQuadCannon 1
7197      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7198      ; up on the target instead of parachuting to the spot below their drop point.
7199      DeliveryDistance = 250
7200    End
7201  End
7202  
7203  
7204  ; -----------------------------------------------------------------------------
7205  ; GENERALS CHALLENGE OCLs
7206  ; -----------------------------------------------------------------------------
7207  ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush1
7208    CreateObject
7209      ObjectNames = GC_Chem_GLAInfantryRebel
7210      Count = 4
7211      SpreadFormation = Yes
7212      MinDistanceAFormation = 20.0
7213      MinDistanceBFormation = 30.0
7214      MaxDistanceFormation = 400.0
7215      FadeIn = Yes
7216      FadeTime = 3000
7217      ; FadeSound = RebelAmbushActivated
7218    End
7219  End
7220  
7221  ; -----------------------------------------------------------------------------
7222  ; -----------------------------------------------------------------------------
7223  ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush2
7224    CreateObject
7225      ObjectNames = GC_Chem_GLAInfantryRebel
7226      Count = 8
7227      SpreadFormation = Yes
7228      MinDistanceAFormation = 20.0
7229      MinDistanceBFormation = 30.0
7230      MaxDistanceFormation = 400.0
7231      FadeIn = Yes
7232      FadeTime = 3000
7233      ; FadeSound = RebelAmbushActivated
7234    End
7235  End
7236  
7237  ; -----------------------------------------------------------------------------
7238  ; -----------------------------------------------------------------------------
7239  ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush3
7240    CreateObject
7241      ObjectNames = GC_Chem_GLAInfantryRebel
7242      Count = 16
7243      SpreadFormation = Yes
7244      MinDistanceAFormation = 20.0
7245      MinDistanceBFormation = 30.0
7246      MaxDistanceFormation = 400.0
7247      FadeIn = Yes
7248      FadeTime = 3000
7249      ; FadeSound = RebelAmbushActivated
7250    End
7251  End
7252  
7253  
7254  ; -----------------------------------------------------------------------------
7255  ; -----------------------------------------------------------------------------
7256  ObjectCreationList Chem_SUPERWEAPON_RebelAmbush1
7257    CreateObject
7258      ObjectNames = Chem_GLAInfantryRebel
7259      Count = 4
7260      SpreadFormation = Yes
7261      MinDistanceAFormation = 20.0
7262      MinDistanceBFormation = 30.0
7263      MaxDistanceFormation = 400.0
7264      FadeIn = Yes
7265      FadeTime = 3000
7266      DiesOnBadLand = Yes
7267      ; FadeSound = RebelAmbushActivated
7268    End
7269  End
7270  
7271  ; -----------------------------------------------------------------------------
7272  ; -----------------------------------------------------------------------------
7273  ObjectCreationList Chem_SUPERWEAPON_RebelAmbush2
7274    CreateObject
7275      ObjectNames = Chem_GLAInfantryRebel
7276      Count = 8
7277      SpreadFormation = Yes
7278      MinDistanceAFormation = 20.0
7279      MinDistanceBFormation = 30.0
7280      MaxDistanceFormation = 400.0
7281      FadeIn = Yes
7282      FadeTime = 3000
7283      DiesOnBadLand = Yes
7284      ; FadeSound = RebelAmbushActivated
7285    End
7286  End
7287  
7288  ; -----------------------------------------------------------------------------
7289  ; -----------------------------------------------------------------------------
7290  ObjectCreationList Chem_SUPERWEAPON_RebelAmbush3
7291    CreateObject
7292      ObjectNames = Chem_GLAInfantryRebel
7293      Count = 16
7294      SpreadFormation = Yes
7295      MinDistanceAFormation = 20.0
7296      MinDistanceBFormation = 30.0
7297      MaxDistanceFormation = 400.0
7298      FadeIn = Yes
7299      FadeTime = 3000
7300      DiesOnBadLand = Yes
7301      ; FadeSound = RebelAmbushActivated
7302    End
7303  End
7304  
7305  
7306  
7307  
7308  
7309  
7310  ; -----------------------------------------------------------------------------
7311  ObjectCreationList OCL_NapalmBomb
7312    CreateObject
7313      ObjectNames = NapalmBomb
7314      Disposition = LIKE_EXISTING INHERIT_VELOCITY
7315      Count       = 1
7316      MinLifetime   = 3000
7317      MaxLifetime   = 3000
7318      Offset = X:30 Y:0 Z:0
7319    End
7320  End
7321  
7322  ; -----------------------------------------------------------------------------
7323  ObjectCreationList OCL_BlackNapalmBomb
7324    CreateObject
7325      ObjectNames = BlackNapalmBomb
7326      Disposition = LIKE_EXISTING INHERIT_VELOCITY
7327      Count       = 1
7328      MinLifetime   = 3000
7329      MaxLifetime   = 3000
7330      Offset = X:30 Y:0 Z:0
7331    End
7332  End
7333  
7334  ; ----------------------------------------------
7335  ObjectCreationList GC_Chem_OCL_ToxicInfantryGamma
7336    CreateObject
7337      ObjectNames = GC_Chem_ToxicInfantryGamma
7338      Disposition = LIKE_EXISTING     
7339      SkipIfSignificantlyAirborne = Yes
7340    End
7341  End
7342  
7343  ; ----------------------------------------------
7344  ObjectCreationList OCL_PoisonFieldGammaLarge
7345   CreateObject
7346     ObjectNames = GC_Chem_PoisonFieldGammaLarge
7347     Disposition = ON_GROUND_ALIGNED
7348   End
7349  End
7350  
7351  ; ----------------------------------------------
7352  ObjectCreationList OCL_PoisonFieldGammaMedium
7353   CreateObject
7354     ObjectNames = GC_Chem_PoisonFieldGammaMedium
7355     Disposition = ON_GROUND_ALIGNED
7356   End
7357  End
7358  
7359  ; ----------------------------------------------
7360  ObjectCreationList OCL_PoisonFieldGammaSmall
7361   CreateObject
7362     ObjectNames = GC_Chem_PoisonFieldGammaSmall
7363     Disposition = ON_GROUND_ALIGNED
7364   End
7365  End
7366  
7367  
7368  
7369  
7370  ;---------------------------------------------------------------------------------------
7371  ObjectCreationList OCL_AmericaVehicleSentryDroneDie
7372    CreateObject
7373      ObjectNames = AmericaVehicleSentryDroneHulk
7374      Offset      = X:0.0 Y:0.0 Z:0.0
7375      Count       = 1
7376      Disposition = LIKE_EXISTING
7377      DispositionIntensity = 0.5
7378    End
7379    CreateDebris
7380      ModelNames  = AVSENTRY_D2
7381      Offset      = X:-3.001 Y:5.79 Z:12.829
7382      Mass        = 2.5
7383      Count       = 1
7384      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
7385      DispositionIntensity = 0.7
7386      BounceSound       = DebrisBigMetal
7387    End
7388    CreateDebris
7389      ModelNames  = AVSENTRY_D3
7390      Offset      = X:-2.643 Y:-0.349 Z:9.954
7391      Mass        = 2.2
7392      Count       = 1
7393      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
7394      DispositionIntensity = 0.7
7395      BounceSound       = DebrisBigMetal
7396    End
7397    CreateDebris
7398      ModelNames  = AVSENTRY_D4
7399      Offset      = X:-3.499 Y:-3.779 Z:8.132
7400      Mass        = 2
7401      Count       = 2
7402      Disposition = SEND_IT_FLYING INHERIT_VELOCITY
7403      DispositionIntensity = 0.7
7404      BounceSound       = DebrisBigMetal
7405    End
7406  End
7407  
7408  
7409  
7410  
7411  
7412  
7413  
7414  
7415  ; -----------------------------------------------------------------------------
7416  ObjectCreationList Tank_OCL_OverlordGattlingCannon
7417    CreateObject
7418      ObjectNames       = Tank_ChinaTankOverlordGattlingCannon
7419      Count             = 1
7420      ContainInsideSourceObject = Yes
7421    End
7422  End
7423  
7424  ; -----------------------------------------------------------------------------
7425  ObjectCreationList Tank_OCL_OverlordPropagandaTower
7426    CreateObject
7427      ObjectNames       = Tank_ChinaTankOverlordPropagandaTower
7428      Count             = 1
7429      ContainInsideSourceObject = Yes
7430    End
7431  End
7432  
7433  
7434  
7435  
7436  
7437  
7438  ; -----------------------------------------------------------------------------
7439  ; -----------------------------------------------------------------------------
7440  ObjectCreationList Tank_SUPERWEAPON_TankParadrop1
7441    DeliverPayload
7442      Transport = ChinaJetCargoPlane
7443      StartAtPreferredHeight = Yes
7444      StartAtMaxSpeed = Yes
7445      MaxAttempts = 4
7446      DropOffset = X:0 Y:0 Z:-10
7447      DropDelay = 150         ; time in between each item dropped (if more than one)
7448      ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
7449      PutInContainer = LargeParachute
7450      Payload = Tank_ChinaTankBattleMaster 1
7451      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
7452      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
7453      DeliveryDecalRadius = 50
7454      DeliveryDecal
7455        Texture           = SCCParadrop_USA
7456        Style             = SHADOW_ALPHA_DECAL
7457        OpacityMin        = 25%
7458        OpacityMax        = 50%
7459        OpacityThrobTime  = 500
7460        Color             = R:227 G:229 B:22 A:255 
7461        OnlyVisibleToOwningPlayer = Yes
7462      End
7463      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
7464    End
7465  End
7466  
7467  ; -----------------------------------------------------------------------------
7468  ; -----------------------------------------------------------------------------
7469  ObjectCreationList Tank_SUPERWEAPON_TankParadrop2
7470    DeliverPayload
7471      Transport = ChinaJetCargoPlane
7472      StartAtPreferredHeight = Yes
7473      StartAtMaxSpeed = Yes
7474      MaxAttempts = 4
7475      DropOffset = X:0 Y:0 Z:-10
7476      DropDelay = 80        ; time in between each item dropped (if more than one)
7477      ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
7478      PutInContainer = LargeParachute
7479      Payload = Tank_ChinaTankBattleMaster 2
7480      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
7481      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
7482      DeliveryDecalRadius = 50
7483      DeliveryDecal
7484        Texture           = SCCParadrop_USA
7485        Style             = SHADOW_ALPHA_DECAL
7486        OpacityMin        = 25%
7487        OpacityMax        = 50%
7488        OpacityThrobTime  = 500
7489        Color             = R:227 G:229 B:22 A:255 
7490        OnlyVisibleToOwningPlayer = Yes
7491      End
7492      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
7493    End
7494  End
7495  
7496  ; -----------------------------------------------------------------------------
7497  ; -----------------------------------------------------------------------------
7498  ObjectCreationList Tank_SUPERWEAPON_TankParadrop3
7499    DeliverPayload
7500      Transport = ChinaJetCargoPlane
7501      StartAtPreferredHeight = Yes
7502      StartAtMaxSpeed = Yes
7503      MaxAttempts = 4
7504      DropOffset = X:0 Y:0 Z:-10
7505      DropDelay = 80        ; time in between each item dropped (if more than one)
7506      ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
7507      PutInContainer = LargeParachute
7508      Payload = Tank_ChinaTankBattleMaster 2
7509      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
7510      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
7511      DeliveryDecalRadius = 50
7512      DeliveryDecal
7513        Texture           = SCCParadrop_USA
7514        Style             = SHADOW_ALPHA_DECAL
7515        OpacityMin        = 25%
7516        OpacityMax        = 50%
7517        OpacityThrobTime  = 500
7518        Color             = R:227 G:229 B:22 A:255 
7519        OnlyVisibleToOwningPlayer = Yes
7520      End
7521      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
7522    End
7523    DeliverPayload
7524      Transport = ChinaJetCargoPlane
7525      StartAtPreferredHeight = Yes
7526      StartAtMaxSpeed = No
7527      MaxAttempts = 4
7528      DropOffset = X:0 Y:0 Z:-10
7529      DropDelay = 80        ; time in between each item dropped (if more than one)
7530      ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
7531      PutInContainer = LargeParachute
7532      Payload = Tank_ChinaTankBattleMaster 2
7533      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
7534      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
7535      DeliveryDecalRadius = 50
7536      DeliveryDecal
7537        Texture           = SCCParadrop_USA
7538        Style             = SHADOW_ALPHA_DECAL
7539        OpacityMin        = 25%
7540        OpacityMax        = 50%
7541        OpacityThrobTime  = 500
7542        Color             = R:227 G:229 B:22 A:255 
7543        OnlyVisibleToOwningPlayer = Yes
7544      End
7545      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
7546    End
7547  End
7548  
7549  
7550  
7551  ; -----------------------------------------------------------------------------
7552  ; Infantry General
7553  ; -----------------------------------------------------------------------------
7554  ; -----------------------------------------------------------------------------
7555  ObjectCreationList Infa_SUPERWEAPON_Paradrop1
7556    DeliverPayload
7557      Transport = ChinaJetCargoPlane
7558      StartAtPreferredHeight = Yes
7559      StartAtMaxSpeed = Yes
7560      MaxAttempts = 4
7561      DropOffset = X:0 Y:0 Z:-10
7562      DropDelay = 150         ; time in between each item dropped (if more than one)
7563      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7564      PutInContainer = AmericaParachute
7565      Payload = Infa_ChinaInfantryMiniGunner 5
7566      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
7567      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
7568      DeliveryDecalRadius = 50
7569      DeliveryDecal
7570        Texture           = SCCParadrop_USA
7571        Style             = SHADOW_ALPHA_DECAL
7572        OpacityMin        = 25%
7573        OpacityMax        = 50%
7574        OpacityThrobTime  = 500
7575        Color             = R:227 G:229 B:22 A:255 
7576        OnlyVisibleToOwningPlayer = Yes
7577      End
7578      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
7579    End
7580  End
7581  
7582  ; -----------------------------------------------------------------------------
7583  ; -----------------------------------------------------------------------------
7584  ObjectCreationList Infa_SUPERWEAPON_Paradrop2
7585    DeliverPayload
7586      Transport = ChinaJetCargoPlane
7587      StartAtPreferredHeight = Yes
7588      StartAtMaxSpeed = Yes
7589      MaxAttempts = 4
7590      DropOffset = X:0 Y:0 Z:-10
7591      DropDelay = 80        ; time in between each item dropped (if more than one)
7592      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7593      PutInContainer = AmericaParachute
7594      Payload = Infa_ChinaInfantryMiniGunner 10
7595      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
7596      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
7597      DeliveryDecalRadius = 50
7598      DeliveryDecal
7599        Texture           = SCCParadrop_USA
7600        Style             = SHADOW_ALPHA_DECAL
7601        OpacityMin        = 25%
7602        OpacityMax        = 50%
7603        OpacityThrobTime  = 500
7604        Color             = R:227 G:229 B:22 A:255 
7605        OnlyVisibleToOwningPlayer = Yes
7606      End
7607      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
7608    End
7609  End
7610  
7611  ; -----------------------------------------------------------------------------
7612  ; -----------------------------------------------------------------------------
7613  ObjectCreationList Infa_SUPERWEAPON_Paradrop3
7614    DeliverPayload
7615      Transport = ChinaJetCargoPlane
7616      StartAtPreferredHeight = Yes
7617      StartAtMaxSpeed = Yes
7618      MaxAttempts = 4
7619      DropOffset = X:0 Y:0 Z:-10
7620      DropDelay = 80        ; time in between each item dropped (if more than one)
7621      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7622      PutInContainer = AmericaParachute
7623      Payload = Infa_ChinaInfantryMiniGunner 8
7624      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
7625      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
7626      DeliveryDecalRadius = 50
7627      DeliveryDecal
7628        Texture           = SCCParadrop_USA
7629        Style             = SHADOW_ALPHA_DECAL
7630        OpacityMin        = 25%
7631        OpacityMax        = 50%
7632        OpacityThrobTime  = 500
7633        Color             = R:227 G:229 B:22 A:255 
7634        OnlyVisibleToOwningPlayer = Yes
7635      End
7636      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
7637    End
7638    DeliverPayload
7639      Transport = ChinaJetCargoPlane
7640      StartAtPreferredHeight = Yes
7641      StartAtMaxSpeed = No
7642      MaxAttempts = 4
7643      DropOffset = X:0 Y:0 Z:-10
7644      DropDelay = 80        ; time in between each item dropped (if more than one)
7645      ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
7646      PutInContainer = AmericaParachute
7647      Payload = Infa_ChinaInfantryMiniGunner 7
7648      DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
7649      PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
7650      DeliveryDecalRadius = 50
7651      DeliveryDecal
7652        Texture           = SCCParadrop_USA
7653        Style             = SHADOW_ALPHA_DECAL
7654        OpacityMin        = 25%
7655        OpacityMax        = 50%
7656        OpacityThrobTime  = 500
7657        Color             = R:227 G:229 B:22 A:255 
7658        OnlyVisibleToOwningPlayer = Yes
7659      End
7660      ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
7661    End
7662  End
7663  
7664  
7665  
7666  ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush1
7667    CreateObject
7668      ObjectNames = GC_Slth_GLAInfantryRebel
7669      Count = 4
7670      SpreadFormation = Yes
7671      MinDistanceAFormation = 20.0
7672      MinDistanceBFormation = 30.0
7673      MaxDistanceFormation = 400.0
7674      FadeIn = Yes
7675      FadeTime = 3000
7676      ; FadeSound = RebelAmbushActivated
7677    End
7678  End
7679  
7680  ; -----------------------------------------------------------------------------
7681  ; -----------------------------------------------------------------------------
7682  ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush2
7683    CreateObject
7684      ObjectNames = GC_Slth_GLAInfantryRebel
7685      Count = 8
7686      SpreadFormation = Yes
7687      MinDistanceAFormation = 20.0
7688      MinDistanceBFormation = 30.0
7689      MaxDistanceFormation = 400.0
7690      FadeIn = Yes
7691      FadeTime = 3000
7692      ; FadeSound = RebelAmbushActivated
7693    End
7694  End
7695  
7696  ; -----------------------------------------------------------------------------
7697  ; -----------------------------------------------------------------------------
7698  ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush3
7699    CreateObject
7700      ObjectNames = GC_Slth_GLAInfantryRebel
7701      Count = 16
7702      SpreadFormation = Yes
7703      MinDistanceAFormation = 20.0
7704      MinDistanceBFormation = 30.0
7705      MaxDistanceFormation = 400.0
7706      FadeIn = Yes
7707      FadeTime = 3000
7708      ; FadeSound = RebelAmbushActivated
7709    End
7710  End
7711  
7712  ObjectCreationList Lazr_OCL_AmericanBattleDrone
7713    CreateObject
7714      Offset = X:0 Y:0 Z:10 
7715      ObjectNames = Lazr_AmericaVehicleBattleDrone
7716      IgnorePrimaryObstacle = Yes
7717      Disposition = LIKE_EXISTING
7718      Count = 1
7719      RequiresLivePlayer = Yes
7720    End
7721  End
7722  
7723  
7724  
7725  
7726  
7727  
7728  ObjectCreationList Lazr_OCL_AmericanRangerDebris03
7729    CreateObject
7730      ObjectNames = Lazr_AmericaInfantryRanger
7731      IgnorePrimaryObstacle = Yes
7732      Disposition = SEND_IT_OUT
7733      DispositionIntensity = 4
7734      Count = 3
7735      RequiresLivePlayer = Yes
7736    End
7737  End
7738  
7739  ObjectCreationList SupW_OCL_AmericanRangerDebris03
7740    CreateObject
7741      ObjectNames = SupW_AmericaInfantryRanger
7742      IgnorePrimaryObstacle = Yes
7743      Disposition = SEND_IT_OUT
7744      DispositionIntensity = 4
7745      Count = 3
7746      RequiresLivePlayer = Yes
7747    End
7748  End
7749  
7750  ObjectCreationList AirF_OCL_AmericanRangerDebris03
7751    CreateObject
7752      ObjectNames = AirF_AmericaInfantryRanger
7753      IgnorePrimaryObstacle = Yes
7754      Disposition = SEND_IT_OUT
7755      DispositionIntensity = 4
7756      Count = 3
7757      RequiresLivePlayer = Yes
7758    End
7759  End
7760  
7761  ObjectCreationList Boss_OCL_AmericanRangerDebris03
7762    CreateObject
7763      ObjectNames = Boss_InfantryRanger
7764      IgnorePrimaryObstacle = Yes
7765      Disposition = SEND_IT_OUT
7766      DispositionIntensity = 4
7767      Count = 3
7768      RequiresLivePlayer = Yes
7769    End
7770  End
7771  
7772  ObjectCreationList Lazr_OCL_AmericanRangerDebris04
7773    CreateObject
7774      ObjectNames = Lazr_AmericaInfantryRanger
7775      IgnorePrimaryObstacle = Yes
7776      Disposition = SEND_IT_OUT
7777      DispositionIntensity = 4
7778      Count = 4
7779      RequiresLivePlayer = Yes
7780    End
7781  End
7782  
7783  ObjectCreationList SupW_OCL_AmericanRangerDebris04
7784    CreateObject
7785      ObjectNames = SupW_AmericaInfantryRanger
7786      IgnorePrimaryObstacle = Yes
7787      Disposition = SEND_IT_OUT
7788      DispositionIntensity = 4
7789      Count = 4
7790      RequiresLivePlayer = Yes
7791    End
7792  End
7793  
7794  ObjectCreationList AirF_OCL_AmericanRangerDebris04
7795    CreateObject
7796      ObjectNames = AirF_AmericaInfantryRanger
7797      IgnorePrimaryObstacle = Yes
7798      Disposition = SEND_IT_OUT
7799      DispositionIntensity = 4
7800      Count = 4
7801      RequiresLivePlayer = Yes
7802    End
7803  End
7804  
7805  ObjectCreationList Boss_OCL_AmericanRangerDebris04
7806    CreateObject
7807      ObjectNames = Boss_InfantryRanger
7808      IgnorePrimaryObstacle = Yes
7809      Disposition = SEND_IT_OUT
7810      DispositionIntensity = 4
7811      Count = 4
7812      RequiresLivePlayer = Yes
7813    End
7814  End
7815  
7816  
7817  
7818  
7819  ; ---------------------------------------------------------------------------------------
7820  ; The crushed hulk of the Toxic Supply Truck
7821  ObjectCreationList OCL_GLAToxicSupplyTruck_CrushEffect
7822    CreateObject
7823      ObjectNames = DeadGLAToxicSupplyTruckHulk
7824      Offset = X:0 Y:0 Z:0
7825      Count = 1
7826      Disposition = SEND_IT_FLYING
7827      DispositionIntensity = 0.1
7828    End
7829  End
7830  
7831  ; ---------------------------------------------------------------------------------------
7832  ObjectCreationList OCL_GLAToxicSupplyTruckDeathEffect
7833    CreateObject
7834      ObjectNames = DeadGLAToxicSupplyTruckHulk
7835      Offset = X:0 Y:0 Z:0
7836      Count = 1
7837      Disposition = SEND_IT_FLYING
7838      DispositionIntensity = 0.1
7839    End
7840    CreateDebris
7841      ModelNames = CVToxSpplyTk_D2
7842      Offset = X:-6.544 Y:7.281 Z:11.163
7843      Mass = 5.0
7844      Count = 1
7845      Disposition = SEND_IT_FLYING
7846      DispositionIntensity = 2.5
7847    End
7848    CreateDebris
7849      ModelNames = CVToxSpplyTk_D3
7850      Offset = X:-6.283 Y:5.099 Z:2.645
7851      Mass = 5.0
7852      Count = 1
7853      Disposition = SEND_IT_FLYING
7854      DispositionIntensity = 2.5
7855    End
7856    CreateDebris
7857      ModelNames = CVToxSpplyTk_D4
7858      Offset = X:-1.235 Y:-4.169 Z:10.355
7859      Mass = 5.0
7860      Count = 1
7861      Disposition = SEND_IT_FLYING
7862      DispositionIntensity = 2.5
7863    End
7864    CreateDebris
7865      ModelNames = CVToxSpplyTk_D5
7866      Offset = X:5.819 Y:5.481 Z:10.425
7867      Mass = 5.0
7868      Count = 1
7869      Disposition = SEND_IT_FLYING
7870      DispositionIntensity = 2.5
7871    End
7872  End
7873  
7874  
7875  
7876  
7877  
7878  ; -----------------------------------------------------------------------------
7879  ; Chunks of ListeningOutpost
7880  ; -----------------------------------------------------------------------------
7881  ObjectCreationList OCL_InitialListeningOutpostDebris
7882    CreateDebris
7883      ModelNames        = NVLOUTPOST_D2  ;dish 
7884      Offset            = X:-30.096 Y:0.0 Z:35.0
7885      Count             = 1
7886      Mass              = 9.0
7887      Disposition       = RANDOM_FORCE
7888      MinForceMagnitude = 40
7889      MaxForceMagnitude = 50
7890      MinForcePitch     = 85
7891      MaxForcePitch     = 90
7892      SpinRate          = 90
7893      BounceSound       = VehicleDebris
7894    End
7895  End
7896  
7897  ObjectCreationList OCL_FinalListeningOutpostDebris
7898  
7899    CreateObject
7900      ObjectNames       = ChinaVehicleListeningOutpostDeadHull
7901      Offset            = X:19.0 Y:0.0 Z:6.0
7902      Count             = 1
7903      Disposition       = RANDOM_FORCE
7904    End
7905  
7906    CreateDebris
7907      ModelNames        = NVTCRAWLER_D2 ;tire
7908      Offset            = X:3.869 Y:-6.784 Z:3.215
7909      Count             = 1
7910      Mass              = 20.0
7911      Disposition       = RANDOM_FORCE
7912      MinForceMagnitude = 40
7913      MaxForceMagnitude = 50
7914      MinForcePitch     = 85
7915      MaxForcePitch     = 90
7916      SpinRate          = 90
7917      BounceSound       = VehicleDebris
7918    End
7919  
7920    CreateDebris
7921      ModelNames        = NVTCRAWLER_D3 ;tire
7922      Offset            = X:-14.729 Y:-6.924 Z:3.452
7923      Count             = 1
7924      Mass              = 20.0
7925      Disposition       = RANDOM_FORCE
7926      MinForceMagnitude = 40
7927      MaxForceMagnitude = 50
7928      MinForcePitch     = 85
7929      MaxForcePitch     = 90
7930      SpinRate          = 90
7931      BounceSound       = VehicleDebris
7932    End
7933  
7934    CreateDebris
7935      ModelNames        = NVTCRAWLER_D4 ;tire
7936      Offset            = X:-15.097 Y:6.728 Z:3.585
7937      Count             = 1
7938      Mass              = 20.0
7939      Disposition       = RANDOM_FORCE
7940      MinForceMagnitude = 40
7941      MaxForceMagnitude = 50
7942      MinForcePitch     = 85
7943      MaxForcePitch     = 90
7944      SpinRate          = 90
7945      BounceSound       = VehicleDebris
7946    End
7947  
7948    CreateDebris
7949      ModelNames        = NVTCRAWLER_D5 ;tire
7950      Offset            = X:11.096 Y:6.894 Z:3.145
7951      Count             = 1
7952      Mass              = 20.0
7953      Disposition       = RANDOM_FORCE
7954      MinForceMagnitude = 40
7955      MaxForceMagnitude = 50
7956      MinForcePitch     = 85
7957      MaxForcePitch     = 90
7958      SpinRate          = 90
7959      BounceSound       = VehicleDebris
7960    End
7961  
7962  
7963    CreateDebris
7964      ModelNames        = NVLOUTPOST_D4  ;girders
7965      Offset            = X:0.096 Y:0.0 Z:0.0
7966      Count             = 2
7967      Mass              = 15.0
7968      Disposition       = RANDOM_FORCE
7969      MinForceMagnitude = 40
7970      MaxForceMagnitude = 50
7971      MinForcePitch     = 85
7972      MaxForcePitch     = 90
7973      SpinRate          = 90
7974      BounceSound       = VehicleDebris
7975    End
7976  
7977    CreateDebris
7978      ModelNames        = NVLOUTPOST_D5  ; mangled radar dish harness
7979      Offset            = X:-20.096 Y:0.0 Z:17.0
7980      Count             = 1
7981      Mass              = 15.0
7982      Disposition       = RANDOM_FORCE
7983      MinForceMagnitude = 10
7984      MaxForceMagnitude = 20
7985      MinForcePitch     = 35
7986      MaxForcePitch     = 40
7987      SpinRate          = 30
7988      BounceSound       = VehicleDebris
7989    End
7990  
7991  
7992  End
7993  
7994  
7995  
7996  
7997  
7998  
7999  
8000  
8001  
8002  
8003  
8004  
8005  
8006  
8007  
8008  
8009  
8010  
8011  
8012  
8013  
8014  
8015  ; -----------------------------------------------------------------------------
8016  ; -----------------------------------------------------------------------------
8017  ObjectCreationList SUPERWEAPON_CruiseMissile
8018    FireWeapon
8019      Weapon = CruiseMissileWeapon
8020    End
8021  End
8022  
8023  
8024  ; -----------------------------------------------------------------------------
8025  ; The daisy cutter bomb blows up and releases these objects to continue
8026  ; the "weapon bomb" process
8027  ; -----------------------------------------------------------------------------
8028  ObjectCreationList SupW_OCL_FuelAirBomb
8029  
8030    ; This daisy cutter gas is the actual object that does the damage
8031    CreateObject
8032      ObjectNames = SupW_AuroraFuelAirGas
8033      Disposition = LIKE_EXISTING
8034    End
8035    
8036    ; Random debris for the bomb shell breaking up
8037    CreateDebris
8038      ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
8039      Count = 4
8040      Mass = 5.0
8041      Disposition = SEND_IT_FLYING
8042      DispositionIntensity = 1.5
8043    End
8044    
8045  End
8046  
8047  
8048  ; -----------------------------------------------------------------------------
8049  ; The EMP mine blows up and releases this object to continue
8050  ; the "EMP effect" process
8051  ; -----------------------------------------------------------------------------
8052  ObjectCreationList SupW_OCL_PatriotEMPEffectSpheroid
8053  
8054    CreateObject
8055      ObjectNames = EMPPatriotEffectSpheroid
8056      Count       = 1
8057      Disposition = LIKE_EXISTING
8058    End
8059  End
8060  
8061  
8062  
8063  ObjectCreationList AirF_OCL_AuroraBombExplode
8064  
8065    ; This daisy cutter gas is the actual object that does the damage
8066    CreateObject
8067      ObjectNames = AirF_AuroraBombGas
8068      Disposition = LIKE_EXISTING
8069    End
8070    
8071    ; Random debris for the bomb shell breaking up
8072    CreateDebris
8073      ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
8074      Count = 4
8075      Mass = 5.0
8076      Disposition = SEND_IT_FLYING
8077      DispositionIntensity = 1.5
8078    End
8079    
8080  End
8081  
8082  
8083  
8084  
8085  ; ----------------------------------------------
8086  
8087  ObjectCreationList Nuke_OCL_RadiationFieldSmall
8088   CreateObject
8089     ObjectNames = Nuke_RadiationFieldSmall
8090     Disposition = ON_GROUND_ALIGNED
8091   End
8092  End
8093  
8094  
8095  
8096  
8097  ; -----------------------------------------------------------------------------
8098  ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb
8099    DeliverPayload
8100      Transport = ChinaJetCarpetBomber
8101      StartAtPreferredHeight = Yes
8102      StartAtMaxSpeed = Yes
8103      MaxAttempts = 1
8104      DropOffset = X:0 Y:0 Z:-2
8105      DropVariance = X:30 Y:40 Z:0
8106      DropDelay = 300  ;500       ; time in between each item dropped (if more than one)
8107      Payload = Nuke_ChinaCarpetBomb 10
8108      DeliveryDistance = 350
8109      DeliveryDecalRadius = 180
8110      DeliveryDecal
8111        Texture           = SCCCarpBomb
8112        Style             = SHADOW_ALPHA_DECAL
8113        OpacityMin        = 25%
8114        OpacityMax        = 50%
8115        OpacityThrobTime  = 500
8116        Color             = R:255 G:0 B:0 A:255 
8117        OnlyVisibleToOwningPlayer = Yes
8118      End
8119    End
8120  End
8121  
8122  
8123  
8124  
8125  ; -----------------------------------------------------------------------------
8126  ; Super Weapon General
8127  ; -----------------------------------------------------------------------------
8128  ObjectCreationList SupW_OCL_AmericanPointDefenseDrone
8129    CreateObject
8130      Offset = X:0 Y:0 Z:10 
8131      ObjectNames = SupW_AmericaVehiclePointDefenseDrone
8132      IgnorePrimaryObstacle = Yes
8133      Disposition = LIKE_EXISTING
8134      Count = 1
8135      RequiresLivePlayer = Yes
8136    End
8137  End
8138  
8139  
8140  
8141  
8142  ; -----------------------------------------------------------------------------
8143  ObjectCreationList SupW_SUPERWEAPON_NeutronMissile
8144    FireWeapon
8145      Weapon = SupW_NeutronMissileWeapon
8146    End
8147  End
8148  
8149  
8150  
8151  
8152  
8153  


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