NumSegments = 1 ; number of segements in the streak, increase for smoother line
Color = R:255 G:255 B:255
Additive = No ; Yes by default
Texture = EXArrowStreak01.tga
WeatherTexture = SNOWY EXArrowStreak_Snow.tga
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
EditorSorting = SYSTEM
ArmorSet
Armor = NoArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_04
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
NumSegments = 1 ; number of segements in the streak, increase for smoother line
Color = R:255 G:255 B:255
Additive = No ; Yes by default
Texture = EXArrowStreak01.tga
WeatherTexture = SNOWY EXArrowStreak_Snow.tga
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
EditorSorting = SYSTEM
ArmorSet
Armor = NoArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_04
FirstHeight = 73 ;50 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 100 ;157
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
NumSegments = 6 ; number of segements in the streak, increase for smoother line
Color = R:231 G:0 B:0
Texture = EXLightStreaks2.tga
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
EditorSorting = SYSTEM
ArmorSet
Armor = NoArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_04
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
NumSegments = 2 ; number of segements in the streak, increase for smoother line
Color = R:70 G:160 B:30
Additive = No ; Yes by default
Texture = EXArrowStreak01.tga
WeatherTexture = SNOWY EXArrowStreak_Snow.tga
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
EditorSorting = SYSTEM
ArmorSet
Armor = NoArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_04
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
FirstHeight = 12 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 12
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
GroundHitFX = FX_FireArrowHit
CurveFlattenMinDist = 100.0
End
Behavior = FXListDie ModuleTag_07
DeathTypes = ALL
DeathFX = FX_FireArrowHit
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 0.8
End
Object EvilFactionFireArrowBombard
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NONE
End
End
Draw = W3DStreakDraw ModuleTag_Draw2
Length = 15
Width = 3
NumSegments = 1 ; number of segements in the streak, increase for smoother line
Color = R:255 G:255 B:255
Texture = EXArrowStreakFire.tga
End
Draw = W3DStreakDraw ModuleTag_Draw3
Length = 50
Width = 1
NumSegments = 3 ; number of segements in the streak, increase for smoother line
FirstHeight = 73 ;50 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 100 ;157
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
FirstHeight = 75 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 75
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
NumSegments = 3 ; number of segements in the streak, increase for smoother line
Color = R:255 G:0 B:0
Texture = EXLightStreaks2.tga
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
EditorSorting = SYSTEM
ArmorSet
Armor = NoArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 10.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_04
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
FirstHeight = 20 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 20
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 100%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
ForceLuaRegistration = Yes ; Force this object to register with the lua script engine. It does not have an AI, so this is necessary for the object to register.
KindOf = PROJECTILE
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
Body = ActiveBody ModuleTag_03
MaxHealth = 100.0
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = BezierProjectileBehavior ModuleTag_05
DetonateCallsKill = Yes
FirstHeight = 53;40 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 53
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 80%
FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
PreLandingStateTime = 1000
PreLandingEmotion = TERROR
PreLandingEmotionRadius = 85.0
InvisibleFrames = 100;
FadeInTime = 100;
End
Behavior = PhysicsBehavior ModuleTag_06
End
; Does incidental fire damage in addition to normal rock attack
; NumSegments = 1 ; number of segements in the streak, increase for smoother line
; Color = R:255 G:255 B:255
; Texture = EXArrowStreak.tga
; End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
EditorSorting = SYSTEM
ArmorSet
Armor = NoArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
; nothing
End
Behavior = BezierProjectileBehavior ModuleTag_04
; To tweak a Bezier path
; DetonateCallsKill = Yes
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
FirstHeight = 0 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 0
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 100%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 100%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 100%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
NumSegments = 3 ; number of segements in the streak, increase for smoother line
Color = R:64 G:64 B:128
Texture = EXLightStreaks2.tga
End
EditorSorting = SYSTEM
VisionRange = 0.0
KindOf = PROJECTILE
ArmorSet
Armor = NoArmor
End
Body = ActiveBody ModuleTag_02
MaxHealth = 10.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_04
FirstHeight = 9 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 9
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 100%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)