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PHP Cross Reference of WAROFGENERALS MODS SOURCES |
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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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