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Text File  |  2006-01-31  |  50KB  |  1,531 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. ;    EvilMenCorsairShip.ini
  4. ;
  5. ;------------------------------------------------------------------------------
  6.  
  7. Object EvilShip_Interface
  8.     ; *** ART Parameters ***
  9.     
  10.     SelectPortrait = UPEvil_Battleship
  11.  
  12.     Draw = W3DScriptedModelDraw ModuleTag_HullDraw
  13.         OkToChangeModelColor = Yes ; temporarily commented out to remove the house color
  14.  
  15.         StaticModelLODMode    = Yes ; Will append M or L to the skin name depending on GameLOD
  16.         ExtraPublicBone        = ARROW
  17.  
  18.         DefaultModelConditionState
  19.             Model                = AUCorShip
  20.             WeaponLaunchBone    = PRIMARY ARROW
  21.         End
  22.  
  23.         ModelConditionState = DAMAGED ARMORSET_PLAYER_UPGRADE
  24.             Model    = AUCorShip
  25.             Texture = AUCorShip.tga AUCorShip_D_update.tga
  26.             
  27.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  28.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  29.             
  30.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  31.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  32.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  33.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  34.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  35.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  36.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  37.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  38.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  39.         
  40.         End
  41.  
  42.         ModelConditionState = REALLYDAMAGED ARMORSET_PLAYER_UPGRADE
  43.             Model    = AUCorShip
  44.             Texture = AUCorShip.tga AUCorShip_D_update.tga    
  45.  
  46.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  47.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  48.             
  49.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  50.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  51.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  52.         
  53.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  54.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  55.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  56.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  57.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  58.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  59.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  60.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  61.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  62.  
  63.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  64.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  65.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes    
  66.         End        
  67.  
  68.         ModelConditionState = DYING ARMORSET_PLAYER_UPGRADE
  69.             Model    = AUCorShip
  70.             Texture = AUCorShip.tga AUCorShip_D_update.tga        
  71.         End    
  72.         
  73.         ModelConditionState = ARMORSET_PLAYER_UPGRADE
  74.             Model    = AUCorShip
  75.             Texture = AUCorShip.tga AUCorShip_update.tga
  76.         End
  77.  
  78.         ModelConditionState = DAMAGED
  79.             Model    = AUCorShip
  80.             Texture = AUCorShip.tga AUCorShip_D.tga        
  81.                         
  82.         
  83.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  84.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  85.             
  86.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  87.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  88.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  89.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  90.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  91.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  92.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  93.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  94.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  95.  
  96.         End
  97.  
  98.         ModelConditionState = REALLYDAMAGED
  99.             Model    = AUCorShip
  100.             Texture = AUCorShip.tga AUCorShip_D.tga
  101.  
  102.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  103.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  104.             
  105.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  106.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  107.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  108.         
  109.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  110.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  111.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  112.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  113.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  114.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  115.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  116.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  117.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  118.  
  119.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  120.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  121.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes        
  122.         End        
  123.  
  124.         ModelConditionState = DYING
  125.             Model    = AUCorShip
  126.             Texture = AUCorShip.tga AUCorShip_D.tga        
  127.         End    
  128.  
  129.         ModelConditionState =JUST_BUILT
  130.             Model    =  AUCorShip_A
  131.         End
  132.         
  133.         IdleAnimationState
  134.             StateName = State_NotDamaged
  135.         End
  136.  
  137.         AnimationState  = JUST_BUILT
  138.             StateName = State_NotDamaged
  139.             Animation = Being_Built
  140.                 AnimationName = AUCorShip_A.AUCorShip_A
  141.                 AnimationMode = ONCE
  142.             End
  143.  
  144.             ParticleSysBone = FireFront BoatFrontDust FollowBone:Yes
  145.             ParticleSysBone = FireBack BoatBackDust FollowBone:Yes
  146.             ParticleSysBone = FireLeft BoatSideDust FollowBone:Yes
  147.             ParticleSysBone = FireBack BoatSideDust FollowBone:Yes
  148.             
  149.             FXEvent    = Frame:265 Name: FX_BoatWaterBlast
  150.         End
  151.      
  152.         AnimationState = DYING
  153.             StateName        = State_NotDamaged
  154.             EnteringStateFX    = FX_BuildingReallyDamaged
  155.             
  156.             ;FXEvent    = Name: FX_BoatWaterDeath
  157.             
  158.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  159.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  160.             
  161.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  162.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  163.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  164.         
  165.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  166.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  167.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  168.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  169.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  170.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  171.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  172.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  173.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  174.                         
  175.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  176.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  177.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
  178.         End
  179.  
  180.         AnimationState = DAMAGED
  181.             StateName        = State_Damaged
  182.             BeginScript
  183.                 Prev = CurDrawablePrevAnimationState()
  184.                 if Prev == "State_NotDamaged"
  185.                     then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
  186.             EndScript
  187.         End
  188.  
  189.         AnimationState = REALLYDAMAGED
  190.             StateName        = State_ReallyDamaged
  191.             BeginScript
  192.                 Prev = CurDrawablePrevAnimationState()
  193.                 if Prev == "State_NotDamaged" or Prev == "State_Damaged"
  194.                     then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
  195.             EndScript
  196.         End
  197.     
  198.         AnimationState = MOVING
  199.             StateName        = State_NotDamaged
  200.             ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
  201.             ParticleSysBone = WakeFront Wake
  202.  
  203.         End
  204.             
  205.         TransitionState = TRANS_ToReallyDamaged
  206.             StateName        = TRANS_ToReallyDamaged
  207.             EnteringStateFX    = FX_BuildingReallyDamaged
  208.         End
  209.         
  210.         TransitionState = TRANS_ToDamaged
  211.             StateName        = TRANS_ToDamaged
  212.             EnteringStateFX    = FX_BuildingReallyDamaged
  213.         End
  214.     End
  215.  
  216.     Draw = W3DSailModelDraw ModuleTag_Sail01Draw
  217.         AttachToBoneInAnotherModule = SAIL_BONE01
  218.         MaxRotationDegrees            = 45
  219.         BlowingThresholdDegrees        = 15
  220.         AboutDamping                = 0.1
  221.         
  222.         DefaultModelConditionState
  223.             Model = AUCrShp_S1_SKN
  224.         End
  225.  
  226.         ;--------- USER_1 Pirate flag states ---------------------------------------------------------------
  227.         
  228.         ModelConditionState = USER_1 REALLYDAMAGED
  229.             Model    = AUCrShp_S1_SKN
  230.             Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
  231.         End
  232.  
  233.         ModelConditionState = USER_1 DYING
  234.             Model    = AUCrShp_S1_SKN
  235.             Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
  236.         End
  237.         
  238.         ModelConditionState = USER_1
  239.             Model    = AUCrShp_S1_SKN
  240.             Texture = AUCorShipW.tga AUCorShipW_Update.tga
  241.         End
  242.  
  243.         ;--------- Standard damaged states --------------------------------------------------------------------
  244.  
  245.         ModelConditionState = REALLYDAMAGED
  246.             Model = AUCrShp_S1_SKN
  247.             Texture = AUCorShipW.tga AUCorShipW_D.tga        
  248.         End
  249.  
  250.         ModelConditionState = DYING
  251.             Model = AUCrShp_S1_SKN
  252.             Texture = AUCorShipW.tga AUCorShipW_D.tga        
  253.         End
  254.                         
  255.         ModelConditionState = JUST_BUILT
  256.             Model    =  AUCrShp_S1_A
  257.         End
  258.  
  259.         AnimationState  = JUST_BUILT
  260.             StateName = JustBuilt
  261.             Animation
  262.                 AnimationName = AUCrShp_S1_A.AUCrShp_S1_A
  263.                 AnimationMode = ONCE
  264.             End
  265.         End
  266.  
  267.         IdleAnimationState
  268.             Animation
  269.                 AnimationName       = AUCrShp_S1_SKL.AUCrShp_S1_IDLA
  270.                 AnimationMode       = LOOP
  271.                 AnimationBlendTime  = 20
  272.             End
  273.         End
  274.         
  275.         AnimationState                = MOVING SAIL_BLOWN_LEFT
  276.             Animation
  277.                 AnimationName       = AUCrShp_S1_SKL.AUCrShp_S1_WNDL
  278.                 AnimationMode       = LOOP
  279.                 AnimationBlendTime  = 15
  280.             End
  281.         End
  282.         
  283.         AnimationState                = MOVING SAIL_BLOWN_RIGHT
  284.             Animation
  285.                 AnimationName       = AUCrShp_S1_SKL.AUCrShp_S1_WNDR    ; No! leave it!
  286.                 AnimationMode       = LOOP
  287.                 AnimationBlendTime  = 15
  288.             End
  289.         End
  290.         
  291.         AnimationState                = MOVING
  292.             Animation
  293.                 AnimationName       = AUCrShp_S1_SKL.AUCrShp_S1_WNDF
  294.                 AnimationMode       = LOOP
  295.                 AnimationBlendTime  = 20
  296.             End
  297.         End
  298.     End
  299.     
  300.     Draw = W3DSailModelDraw ModuleTag_Sail02Draw
  301.         AttachToBoneInAnotherModule = SAIL_BONE02
  302.         MaxRotationDegrees            = 45
  303.         BlowingThresholdDegrees        = 15
  304.         AboutDamping                = 0.1
  305.  
  306.         DefaultModelConditionState
  307.             Model = AUCrShp_S2_SKN
  308.         End
  309.         
  310.         ;--------- USER_1 Pirate flag states ---------------------------------------------------------------
  311.         
  312.         ModelConditionState = USER_1 REALLYDAMAGED
  313.             Model    = AUCrShp_S2_SKN
  314.             Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
  315.         End
  316.  
  317.         ModelConditionState = USER_1 DYING
  318.             Model    = AUCrShp_S2_SKN
  319.             Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
  320.         End
  321.         
  322.         ModelConditionState = USER_1
  323.             Model    = AUCrShp_S2_SKN
  324.             Texture = AUCorShipW.tga AUCorShipW_Update.tga
  325.         End
  326.  
  327.         ;--------- Standard damaged states --------------------------------------------------------------------
  328.  
  329.         ModelConditionState = REALLYDAMAGED
  330.             Model    = AUCrShp_S2_SKN
  331.             Texture = AUCorShipW.tga AUCorShipW_D.tga
  332.         End
  333.         
  334.         ModelConditionState = DYING
  335.             Model = AUCrShp_S2_SKN
  336.             Texture = AUCorShipW.tga AUCorShipW_D.tga
  337.         End
  338.  
  339.         ModelConditionState = JUST_BUILT
  340.             Model    =  AUCrShp_S2_A
  341.         End
  342.  
  343.         AnimationState  = JUST_BUILT
  344.             StateName = JustBuilt
  345.             Animation = Being_Built
  346.                 AnimationName    = AUCrShp_S2_A.AUCrShp_S2_A
  347.                 AnimationMode    = ONCE
  348.             End
  349.         End
  350.  
  351.         IdleAnimationState
  352.             Animation
  353.                 AnimationName       = AUCrShp_S2_SKL.AUCrShp_S2_IDLA
  354.                 AnimationMode       = LOOP
  355.                 AnimationBlendTime  = 20
  356.             End
  357.         End
  358.  
  359.         AnimationState                = MOVING SAIL_BLOWN_LEFT
  360.             Animation
  361.                 AnimationName       = AUCrShp_S2_SKL.AUCrShp_S2_WNDL
  362.                 AnimationMode       = LOOP
  363.                 AnimationBlendTime  = 15
  364.             End
  365.         End
  366.         
  367.         AnimationState                = MOVING SAIL_BLOWN_RIGHT
  368.             Animation
  369.                 AnimationName       = AUCrShp_S2_SKL.AUCrShp_S2_WNDR
  370.                 AnimationMode       = LOOP
  371.                 AnimationBlendTime  = 15
  372.             End
  373.         End
  374.         
  375.         AnimationState                = MOVING
  376.             Animation
  377.                 AnimationName       = AUCrShp_S2_SKL.AUCrShp_S2_WNDF
  378.                 AnimationMode       = LOOP
  379.                 AnimationBlendTime  = 20
  380.             End
  381.         End
  382.         
  383.     End
  384.         
  385. ;    Draw = W3DBoatWakeModelDraw ModuleTag_BoatWakeDraw
  386. ;        ModelName = CorsairWakeFX
  387. ;        Offset = X:73.76 Y:2.35 Z:1
  388. ;    End
  389.     
  390.     ; ***DESIGN parameters ***
  391.     Side                = Mordor
  392.     EditorSorting        = UNIT
  393.     ThreatLevel            = CORSAIRSHIP_THREAT_LEVEL
  394.     TransportSlotCount    = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE
  395.     HealthBoxScale        = 0.5
  396.     HealthBoxHeightOffset    = -20
  397.     
  398.     BountyValue            = EVILMEN_BLACKRIDER_BOUNTY_VALUE
  399.     VisionRange            = EVILMEN_SHIP_VISION_RANGE
  400.     ShroudClearingRange        = SHROUD_CLEAR_BATTLESHIP
  401.     
  402.     ; This is required so that the build phase lasts as long as the anim.
  403.     BuildFadeInOnCreateTime = 2
  404.     
  405.     CrushableLevel        = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  406.     CrusherLevel        = 1
  407.     CommandPoints        = 50
  408.     CommandSet            = EvilLargeShipCommandSet
  409.     BuildTime            = EVIL_BATTLESHIP_BUILDTIME
  410.     BuildCost            = EVIL_BATTLESHIP_BUILDCOST
  411.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS        ; No reacting to meta impacting for us
  412.  
  413.  
  414.     ; *** AUDIO Parameters ***;
  415.  
  416.     VoiceAttack                    = EvilMenCorsairShipAttack
  417.     VoiceAttackCharge            = EvilMenCorsairShipAttack
  418.     VoiceAttackStructure        = EvilMenCorsairShipAttack
  419.     VoiceAttackMachine            = EvilMenCorsairShipAttack
  420.     VoiceCreated                 = EvilMenCorsairShipAttack
  421.     VoiceCreated                 = ShipSalute
  422.     VoiceFullyCreated             = ShipSalute
  423.     VoiceGuard                    = EvilMenCorsairShipMove
  424.     VoiceMove                     = EvilMenCorsairShipMove
  425.     VoiceMoveToCamp             = EvilMenCorsairShipMove
  426.     VoiceMoveWhileAttacking        = EvilMenCorsairShipMove
  427.     VoiceRetreatToCastle        = EvilMenCorsairShipMove
  428.     VoiceSelect                 = EvilMenCorsairShipSelect
  429.     VoiceSelectBattle             = EvilMenCorsairShipSelect
  430.  
  431.     SoundAmbient                = EvilMenCorsairShipAmbienceMS
  432.     SoundAmbientDamaged            = GenericFireMediumLoop
  433.     SoundAmbientReallyDamaged    = GenericFireLargeLoop
  434.     SoundImpact                 = ImpactHorse
  435.     SoundMoveLoop                = EvilMenCorsairShipMoveLoopMS
  436.  
  437.  
  438.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  439.  
  440.  
  441.     ; *** ENGINEERING Parameters ***
  442.     RadarPriority    = UNIT
  443.     ThingClass        = CAVALRY_UNIT
  444.     KindOf            = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE LARGE_RECTANGLE_PATHFIND CAN_ATTACK SHIP HAS_HEALTH_BAR
  445.     
  446.     Body = ActiveBody ModuleTag_02
  447.         MaxHealth            = EVIL_BATTLESHIP_HEALTH
  448.     End
  449.  
  450.     Behavior = AIUpdateInterface ModuleTag_AI
  451.         AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  452.         AILuaEventsList                = EvilShipFunctions
  453.     End
  454.  
  455.     ArmorSet
  456.         Conditions      = None
  457.         Armor           = LargeShipArmor
  458.         DamageFX        = None
  459.     End
  460.     
  461.     ArmorSet
  462.         Conditions      = PLAYER_UPGRADE
  463.         Armor           = LargeShipHeavyArmor
  464.         DamageFX        = None
  465.     End
  466.  
  467.     LocomotorSet
  468.         Locomotor = LargeShipLocomotor
  469.         Condition = SET_NORMAL 
  470.         Speed     = EVIL_SHIP_ANTI_SHIP_SPEED
  471.     End
  472.     
  473.     Behavior = StancesBehavior ModuleTag_StancesBehavior
  474.         StanceTemplate = ArcherHorde
  475.     End
  476.     
  477.     Behavior = PhysicsBehavior ModuleTag_04
  478.     End
  479.     
  480.     Behavior = SquishCollide ModuleTag_06
  481.     End
  482.     
  483.     Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
  484.     End
  485.  
  486.     Behavior = ShipSlowDeathBehavior ModuleTag_Death
  487.         DeathTypes            = ALL 
  488.         SinkDelay            = 0
  489.         SinkRate            = 12.0     ; in Dist/Sec
  490.         DestructionDelay    = 10000
  491.         ;Sound = INITIAL EvilShipBattleSinkMS
  492.     End
  493.     
  494.     Behavior = CreateObjectDie ModuleTag_SplashFX
  495.         CreationList        = OCL_BoatDeathSplashBack        
  496.     End
  497.     Behavior = CreateObjectDie ModuleTag_SplashFX2
  498.         CreationList        = OCL_BoatDeathSplashFront
  499.     End
  500.  
  501.     Behavior = ProductionUpdate ModuleTag_UpgradeProducer
  502.         GiveNoXP = Yes
  503.     End
  504.  
  505.     Behavior = FlammableUpdate FlammableModuleTag_FireUpdate
  506.         AflameDuration                = 0                                    ; Burn until expressly put out.
  507.         AflameDamageDelay            = EVIL_SHIP_FIRE_DAMAGE_TIMEOUT        ; How often do I take damage from being on fire?
  508.         AflameDamageAmount            = EVIL_SHIP_FIRE_DAMAGE_AMOUNT        ; How much damage to I take per delay?
  509.         FlameDamageLimit            = EVIL_SHIP_FIRE_DAMAGE_HEALTH        ; How much flame damage do I need to take before starting on fire?
  510.         FlameDamageExpiration        = 100000                            ; The time before resetting the health
  511.         SetBurnedStatus                = No
  512.         DamageType                    = FORCE                                ; FORCE means 'any'; all damage makes ships burn. They're fragile.
  513.     End    
  514.     
  515.     ;------------------- HEAVY ARMOR ----------------------------------------------------------
  516.     Behavior = ArmorUpgrade ModuleTag_PirateArmor
  517.         TriggeredBy                = Upgrade_ShipArmor
  518.     End
  519.  
  520.     ;------------------ PIRATE FLAG  - more damage --------------------------------------------
  521.     Behavior = AttributeModifierUpgrade ModuleTag_PirateAttributes
  522.         TriggeredBy                = Upgrade_PirateFlag
  523.         AttributeModifier        = EvilShipPirateBonus
  524.         CustomAnimAndDuration    = AnimState:USER_1 AnimTime:0 TriggerTime:0
  525.     End
  526.  
  527.     GeometryIsSmall        = No
  528.     
  529.     Geometry            = BOX
  530.     GeometryMajorRadius = 90.0        ; A little larger than the art, to try and improve the collisions with other ships.
  531.     GeometryMinorRadius = 30.0
  532.     GeometryHeight        = 60.0
  533.     
  534.     AdditionalGeometry    = BOX
  535.     GeometryMajorRadius = 0.9
  536.     GeometryMinorRadius = 0.9
  537.     GeometryHeight        = 0.9
  538.     GeometryOffset        = X:-200 Y:0 Z:-200
  539.     
  540.     
  541.     ; Contact point corners are slightly smaller than the geometry, as this
  542.     ; fits the mesh better.
  543.     
  544.     GeometryContactPoint = X:-65.0    Y:20.0    Z:60        ; 1
  545.     GeometryContactPoint = X:65.0    Y:20.0    Z:0            ; 8
  546.     GeometryContactPoint = X:65.0    Y:20.0    Z:60        ; 5
  547.     GeometryContactPoint = X:-65.0    Y:-20.0    Z:0            ; 3
  548.     GeometryContactPoint = X:65.0    Y:-20.0    Z:60        ; 6
  549.     GeometryContactPoint = X:65.0    Y:-20.0    Z:0            ; 7
  550.     GeometryContactPoint = X:-65.0    Y:-20.0    Z:60        ; 2
  551.     GeometryContactPoint = X:-65.0    Y:20.0    Z:0            ; 4
  552.     
  553.     Shadow = SHADOW_VOLUME
  554.     
  555. End
  556.  
  557.  
  558.  
  559. ;-----------------------------------------------------------------------------------------------------------------------
  560. ChildObject EvilMenTestCorsairShip EvilShip_Interface
  561. End
  562.  
  563.  
  564.  
  565. ;------------------------------------------------------------------------------------------------------------
  566. ;------------------------------------------------------------------------------------------------------------
  567. ;
  568. ;    The standard flaming arrows version.
  569. ;
  570. ;------------------------------------------------------------------------------------------------------------
  571.  
  572. ; This is just a really basic unit that contains a weapon. We need this to create a nice spread of arrows that
  573. ; would be impossible to do with a single weapon on the ship.
  574.  
  575. Object InternalShipEvilArcher
  576.     
  577.     
  578.     SelectPortrait = UPEvil_Battleship
  579.     
  580.     KindOf                = INFANTRY CAN_ATTACK PASS_EXPERIENCE_TO_CONTAINER
  581.     TransportSlotCount    = 1
  582.     CommandPoints        = 0
  583.     VisionRange            = GOODMEN_SHIP_VISION_RANGE
  584.     
  585.     Behavior = AIUpdateInterface ModuleTag_AI
  586.         AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  587.         CanAttackWhileContained        = Yes
  588.     End
  589.     
  590.     LocomotorSet
  591.         Locomotor = CatapultLocomotor
  592.         Condition = SET_NORMAL
  593.         Speed     = 0
  594.     End
  595.  
  596.     Behavior = PhysicsBehavior ModuleTag_05
  597.         GravityMult = 1.0
  598.     End
  599.  
  600.     Body = ActiveBody ModuleTag_Body
  601.         MaxHealth = 1
  602.     End
  603.  
  604.     WeaponSet
  605.         Conditions    = None 
  606.         Weapon        = PRIMARY EvilShipAntiShipWeapon
  607.     End
  608.     
  609.     ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
  610.         AIKindOf = SHIP_BATTLESHIP
  611.     End
  612.     
  613. End
  614.  
  615. ;----------------------------------------------
  616.  
  617. ChildObject EvilMenCorsairShip EvilShip_Interface
  618.  
  619.     WeaponSet
  620.         Conditions    = None 
  621.         Weapon        = PRIMARY ShipMissileRangefinder
  622.     End
  623.  
  624.     Behavior = HordeTransportContain  ModuleTag_Contain
  625.         ObjectStatusOfContained        = UNSELECTABLE UNATTACKABLE CAN_ATTACK
  626.         Slots                        = 5
  627.         DamagePercentToUnits        = 0%
  628.         PassengerFilter                = NONE +InternalShipEvilArcher
  629.         PassengerBonePrefix            = PassengerBone:Arrow KindOf:INFANTRY
  630.         ShowPips                    = No
  631.         KillPassengersOnDeath        = Yes
  632.         EjectPassengersOnDeath        = No
  633.         InitialPayload                = InternalShipEvilArcher 5
  634.     End
  635.  
  636.     ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
  637.         AIKindOf = SHIP_BATTLESHIP
  638.     End
  639.     
  640.     DisplayName            = OBJECT:EvilArrowShip
  641.     
  642.     ; *** AUDIO Parameters ***;
  643.  
  644.     VoicePriority            = 50
  645.     SoundOnDamaged            = EvilShipBattleDamageSmallMS
  646.     SoundOnReallyDamaged    = EvilShipBattleDamageMediumMS
  647.  
  648.     ;-------------------------
  649.  
  650.     Behavior = ShipSlowDeathBehavior ModuleTag_Death
  651.         DeathTypes            = ALL 
  652.         SinkDelay            = 0
  653.         SinkRate            = 12.0     ; in Dist/Sec
  654.         DestructionDelay    = 10000
  655.         Sound = INITIAL EvilShipBattleSinkMS
  656.     End
  657.  
  658. End
  659.  
  660. ;------------------------------------------------------------------------------------------------------------
  661. ;------------------------------------------------------------------------------------------------------------
  662. ;
  663. ;    The shore bombard version.
  664. ;
  665. ;------------------------------------------------------------------------------------------------------------
  666.  
  667. ChildObject EvilShoreBombardShip EvilShip_Interface
  668.  
  669.     SelectPortrait = UPEvil_BombardShip
  670.  
  671.  
  672.     Draw = W3DScriptedModelDraw ModuleTag_HullDraw
  673.         OkToChangeModelColor = Yes ; temporarily commented out to remove the house color
  674.  
  675.         StaticModelLODMode    = Yes ; Will append M or L to the skin name depending on GameLOD
  676.         ExtraPublicBone        = ARROW
  677.         
  678.  
  679.         DefaultModelConditionState
  680.             Model                = AUBomShip_SKN
  681.             WeaponLaunchBone    = PRIMARY PROJECTILEROCK
  682.             Turret                = B_CATAPULT
  683.             TurretArtAngle        = 90
  684.         End
  685.  
  686.         ModelConditionState = ARMORSET_PLAYER_UPGRADE
  687.             Model    = AUBomShip_SKN
  688.             Texture = AUCorShip.tga AUCorShip_update.tga
  689.         End
  690.  
  691.         ModelConditionState = DAMAGED
  692.             Model    = AUBomShip_SKN
  693.             Texture = AUCorShip.tga AUCorShip_D.tga        
  694.         End
  695.  
  696.         ModelConditionState = REALLYDAMAGED
  697.             Model    = AUBomShip_SKN
  698.             Texture = AUCorShip.tga AUCorShip_D.tga        
  699.         End        
  700.  
  701.         ModelConditionState = DYING
  702.             Model    = AUBomShip_SKN
  703.             Texture = AUCorShip.tga AUCorShip_D.tga        
  704.         End    
  705.  
  706.         ModelConditionState = JUST_BUILT
  707.             Model    =  AUBomShip_A
  708.         End
  709.         
  710.         IdleAnimationState
  711.             StateName = State_NotDamaged
  712.         End
  713.  
  714.         AnimationState  = JUST_BUILT
  715.             StateName = State_NotDamaged
  716.             Animation
  717.                 AnimationName = AUBomShip_A.AUBomShip_A
  718.                 AnimationMode = ONCE
  719.             End
  720.         End
  721.      
  722.         AnimationState = DYING
  723.             StateName        = State_NotDamaged
  724.             EnteringStateFX    = FX_BuildingReallyDamaged
  725.             
  726.             ;FXEvent    = Name: FX_BoatWaterDeath
  727.             
  728.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  729.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  730.             
  731.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  732.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  733.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  734.         
  735.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  736.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  737.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  738.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  739.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  740.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  741.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  742.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  743.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  744.                         
  745.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  746.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  747.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
  748.         End
  749.         
  750.         IdleAnimationState
  751.             StateName = State_NotDamaged
  752.             Animation
  753.                 AnimationName        = AuBomShip_SKL.AuBomShip_IDL
  754.                 AnimationMode        = LOOP
  755.                 AnimationBlendTime    = 20
  756.             End
  757.         End
  758.         
  759.  
  760.         AnimationState = DAMAGED MOVING
  761.             StateName        = State_Damaged
  762.             
  763.             Animation
  764.                 AnimationName        = AuBomShip_SKL.AuBomShip_MOV
  765.                 AnimationMode        = LOOP
  766.                 AnimationBlendTime    = 20
  767.             End
  768.             
  769.             FXEvent            = Frame:90 Name:FX_OarSplash  FrameStop:10
  770.             FXEvent            = Frame:20 Name:FX_OarSplash  FrameStop:40
  771.             
  772.             //ParticleSysBone = WakeFront Wake FollowBone:Yes
  773.             ParticleSysBone = WakeFront WakeBack3 FollowBone:Yes
  774.  
  775.             
  776.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  777.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  778.             
  779.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  780.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  781.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  782.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  783.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  784.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  785.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  786.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  787.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  788.             BeginScript
  789.                 Prev = CurDrawablePrevAnimationState()
  790.                 if Prev == "State_NotDamaged"
  791.                     then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
  792.             EndScript
  793.         End
  794.  
  795.         AnimationState = REALLYDAMAGED MOVING
  796.             StateName        = State_ReallyDamaged
  797.             
  798.             Animation
  799.                 AnimationName        = AuBomShip_SKL.AuBomShip_MOV
  800.                 AnimationMode        = LOOP
  801.                 AnimationBlendTime    = 20
  802.             End
  803.             
  804.             
  805.             FXEvent            = Frame:90 Name:FX_OarSplash  FrameStop:10
  806.             FXEvent            = Frame:20 Name:FX_OarSplash  FrameStop:40
  807.             
  808.             
  809.             //ParticleSysBone = WakeFront Wake FollowBone:Yes
  810.             ParticleSysBone = WakeFront WakeBack3 FollowBone:Yes
  811.  
  812.  
  813.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  814.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  815.             
  816.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  817.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  818.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  819.         
  820.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  821.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  822.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  823.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  824.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  825.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  826.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  827.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  828.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  829.  
  830.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  831.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  832.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
  833.             BeginScript
  834.                 Prev = CurDrawablePrevAnimationState()
  835.                 if Prev == "State_NotDamaged" or Prev == "State_Damaged"
  836.                     then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
  837.             EndScript
  838.         End
  839.  
  840.         AnimationState = DAMAGED
  841.             StateName        = State_Damaged
  842.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  843.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  844.  
  845.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  846.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  847.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  848.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  849.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  850.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  851.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  852.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  853.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  854.             BeginScript
  855.                 Prev = CurDrawablePrevAnimationState()
  856.                 if Prev == "State_NotDamaged"
  857.                     then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
  858.             EndScript
  859.         End
  860.  
  861.         AnimationState = REALLYDAMAGED
  862.             StateName        = State_ReallyDamaged
  863.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  864.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  865.             
  866.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  867.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  868.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  869.         
  870.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  871.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  872.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  873.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  874.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  875.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  876.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  877.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  878.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  879.  
  880.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  881.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  882.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
  883.             BeginScript
  884.                 Prev = CurDrawablePrevAnimationState()
  885.                 if Prev == "State_NotDamaged" or Prev == "State_Damaged"
  886.                     then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
  887.             EndScript
  888.         End
  889.  
  890.         AnimationState = DAMAGED
  891.             StateName        = State_Damaged
  892.             BeginScript
  893.                 Prev = CurDrawablePrevAnimationState()
  894.                 if Prev == "State_NotDamaged"
  895.                     then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
  896.             EndScript
  897.         End
  898.  
  899.         AnimationState = REALLYDAMAGED
  900.             StateName        = State_ReallyDamaged
  901.             BeginScript
  902.                 Prev = CurDrawablePrevAnimationState()
  903.                 if Prev == "State_NotDamaged" or Prev == "State_Damaged"
  904.                     then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
  905.             EndScript
  906.         End
  907.  
  908.         AnimationState = DECELERATE
  909.             StateName        = State_NotDamaged
  910.         End
  911.         
  912.         AnimationState = TURN_LEFT
  913.             StateName        = State_NotDamaged
  914.             Animation
  915.                 AnimationName    = AuBomShip_SKL.AuBomShip_TRNL
  916.                 AnimationMode    = LOOP
  917.             End
  918.         End
  919.  
  920.         AnimationState = TURN_RIGHT
  921.             StateName        = State_NotDamaged
  922.             Animation
  923.                 AnimationName    = AuBomShip_SKL.AuBomShip_TRNR
  924.                 AnimationMode    = LOOP
  925.             End
  926.         End
  927.         
  928.         AnimationState = MOVING
  929.             StateName        = State_NotDamaged
  930.             
  931.             Animation
  932.                 AnimationName        = AUBomShip_SKL.AUBomShip_MOV
  933.                 AnimationMode        = LOOP
  934.                 AnimationBlendTime    = 20
  935.             End
  936.             
  937.             FXEvent            = Frame:90 Name:FX_OarSplash  FrameStop:10
  938.             FXEvent            = Frame:20 Name:FX_OarSplash  FrameStop:40
  939.             
  940.             ParticleSysBone = WakeFront WakeBack3 FollowBone:Yes
  941.             //ParticleSysBone = WakeFront Wake
  942.  
  943.         End
  944.  
  945.         TransitionState = TRANS_ToReallyDamaged
  946.             StateName        = TRANS_ToReallyDamaged
  947.             EnteringStateFX    = FX_BuildingReallyDamaged
  948.         End
  949.         
  950.         TransitionState = TRANS_ToDamaged
  951.             StateName        = TRANS_ToDamaged
  952.             EnteringStateFX    = FX_BuildingReallyDamaged
  953.         End
  954.  
  955.     End
  956.  
  957.     Draw = W3DSailModelDraw ModuleTag_Sail01Draw
  958.         DefaultModelConditionState
  959.             Model                = None
  960.         End
  961.     End
  962.     
  963.     Draw = W3DSailModelDraw ModuleTag_Sail02Draw
  964.         DefaultModelConditionState
  965.             Model                = None
  966.         End
  967.     End
  968.     
  969.     Draw = W3DScriptedModelDraw ModuleTag_TurretDraw
  970.         AttachToBoneInAnotherModule = B_CATAPULT
  971.         ;DefaultModelConditionState don't use DefaultModelConditionState here otherwise we'll get the FX during build up.
  972.         ModelConditionState = NONE
  973.             Model                = AUBomCat
  974.             WeaponLaunchBone    = PRIMARY PROJECTILEROCK
  975.             ParticleSysBone = PROJECTILEROCK EvilShipBombardProjectile FollowBone:Yes
  976.         End
  977.         ModelConditionState = JUST_BUILT
  978.             Model    =  None
  979.         End
  980.         IdleAnimationState
  981.             Animation
  982.                 AnimationName    = AUBomCat.AUBomCat
  983.                 AnimationMode    = MANUAL
  984.             End
  985.         End
  986.         AnimationState = FIRING_OR_PREATTACK_A
  987.             Animation
  988.                 AnimationName    = AUBomCat.AUBomCat
  989.                 AnimationMode    = ONCE
  990.             End
  991.             FrameForPristineBonePositions = 10
  992.         End
  993.     End
  994.  
  995.     Body = ActiveBody ModuleTag_02
  996.         MaxHealth            = EVIL_BOMBARDSHIP_HEALTH
  997.     End
  998.     
  999.     DisplayName            = OBJECT:EvilBombardShip
  1000.     
  1001.     ; *** AUDIO Parameters ***;
  1002.  
  1003.     VoicePriority            = 45
  1004.     SoundOnDamaged            = EvilShipBombardDamageSmallMS
  1005.     SoundOnReallyDamaged    = EvilShipBombardDamageMediumMS
  1006.  
  1007.     ;-------------------------
  1008.  
  1009.     Behavior = ShipSlowDeathBehavior ModuleTag_Death
  1010.         DeathTypes            = ALL 
  1011.         SinkDelay            = 0
  1012.         SinkRate            = 12.0     ; in Dist/Sec
  1013.         DestructionDelay    = 10000
  1014.         Sound = INITIAL EvilShipBombardSinkMS
  1015.     End
  1016.  
  1017.     WeaponSet
  1018.         Conditions    = None 
  1019.         Weapon        = PRIMARY EvilShipRangedBombardWeapon
  1020.     End
  1021.  
  1022.     LocomotorSet
  1023.         Locomotor = LargeShipLocomotor
  1024.         Condition = SET_NORMAL 
  1025.         Speed     = EVIL_SHIP_BOMBARD_SPEED
  1026.     End
  1027.     
  1028.     Behavior = SubObjectsUpgrade ModuleTag_PirateBanner
  1029.         TriggeredBy        = Upgrade_PirateFlag
  1030.         ShowSubObjects    = BANNER
  1031.     End
  1032.     
  1033.     ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
  1034.         AIKindOf = SHIP_BOMBARD
  1035.     End
  1036.     
  1037.     CommandSet            = EvilBombardShipCommandSet
  1038.     BuildTime            = EVIL_BOMBARDSHIP_BUILDTIME
  1039.     BuildCost            = EVIL_BOMBARDSHIP_BUILDCOST
  1040.     
  1041.     BuildFadeInOnCreateTime = 2
  1042.     
  1043.     CommandPoints        = 100
  1044.  
  1045. End
  1046.  
  1047. ;------------------------------------------------------------------------------------------------------------
  1048. ;------------------------------------------------------------------------------------------------------------
  1049. ;
  1050. ;    The fire ship version.
  1051. ;
  1052. ;------------------------------------------------------------------------------------------------------------
  1053.  
  1054. ChildObject EvilFireShip EvilShip_Interface
  1055.  
  1056.     SelectPortrait = UPEvil_FireShip
  1057.  
  1058.     Draw = W3DScriptedModelDraw ModuleTag_HullDraw
  1059.         OkToChangeModelColor = Yes ; temporarily commented out to remove the house color
  1060.  
  1061.         StaticModelLODMode    = Yes ; Will append M or L to the skin name depending on GameLOD
  1062.         ;ExtraPublicBone        = ARROW
  1063.  
  1064.         DefaultModelConditionState
  1065.             Model                = MUTRANSHIP_SKN
  1066.             WeaponLaunchBone    = PRIMARY ARROW
  1067.         End
  1068.  
  1069. ; This has crazy combinations of damaged, armor, and sail upgrades
  1070.  
  1071.         ModelConditionState = DAMAGED ARMORSET_PLAYER_UPGRADE USER_1
  1072.             Model    = MUTRANSHIP_SKN
  1073.             Texture = MUTranShip.tga MUTranShip_U_D.tga
  1074.             Texture = MUTranShipW.tga MUTranShipW_U_D.tga
  1075.             
  1076.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1077.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1078.  
  1079.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1080.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1081.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1082.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1083.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1084.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1085.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1086.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1087.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes            
  1088.         End
  1089.  
  1090.         ModelConditionState = REALLYDAMAGED ARMORSET_PLAYER_UPGRADE USER_1
  1091.             Model    = MUTRANSHIP_SKN
  1092.             Texture = MUTranShip.tga MUTranShip_U_D.tga
  1093.             Texture = MUTranShipW.tga MUTranShipW_U_D.tga
  1094.  
  1095.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1096.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1097.             
  1098.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  1099.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  1100.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  1101.         
  1102.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1103.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1104.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1105.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1106.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1107.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1108.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1109.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1110.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  1111.  
  1112.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  1113.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  1114.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes                
  1115.         End
  1116.                 
  1117.         ModelConditionState = ARMORSET_PLAYER_UPGRADE USER_1
  1118.             Model    = MUTRANSHIP_SKN
  1119.             Texture = MUTranShip.tga MUTranShip_U.tga
  1120.             Texture = MUTranShipW.tga MUTranShipW_U.tga
  1121.         End
  1122.                 
  1123.         ModelConditionState = DAMAGED USER_1
  1124.             Model    = MUTRANSHIP_SKN
  1125.             Texture = MUTranShipW.tga MUTranShipW_U_D.tga
  1126.             
  1127.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1128.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1129.  
  1130.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1131.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1132.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1133.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1134.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1135.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1136.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1137.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1138.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes            
  1139.         End
  1140.  
  1141.         ModelConditionState = REALLYDAMAGED USER_1
  1142.             Model    = MUTRANSHIP_SKN
  1143.             Texture = MUTranShipW.tga MUTranShipW_U_D.tga
  1144.  
  1145.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1146.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1147.             
  1148.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  1149.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  1150.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  1151.         
  1152.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1153.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1154.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1155.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1156.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1157.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1158.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1159.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1160.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  1161.  
  1162.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  1163.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  1164.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes                
  1165.         End
  1166.                 
  1167.         ModelConditionState = DAMAGED ARMORSET_PLAYER_UPGRADE
  1168.             Model    = MUTRANSHIP_SKN
  1169.             Texture = MUTranShip.tga MUTranShip_U_D.tga
  1170.             
  1171.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1172.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1173.  
  1174.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1175.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1176.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1177.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1178.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1179.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1180.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1181.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1182.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes            
  1183.         End
  1184.  
  1185.         ModelConditionState = REALLYDAMAGED ARMORSET_PLAYER_UPGRADE
  1186.             Model    = MUTRANSHIP_SKN
  1187.             Texture = MUTranShip.tga MUTranShip_U_D.tga
  1188.  
  1189.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1190.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1191.             
  1192.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  1193.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  1194.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  1195.         
  1196.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1197.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1198.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1199.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1200.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1201.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1202.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1203.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1204.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  1205.  
  1206.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  1207.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  1208.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes                
  1209.         End
  1210.                 
  1211.         ModelConditionState = ARMORSET_PLAYER_UPGRADE
  1212.             Model    = MUTRANSHIP_SKN
  1213.             Texture = MUTranShip.tga MUTranShip_U.tga
  1214.         End
  1215.  
  1216.         ModelConditionState = USER_1
  1217.             Model    = MUTRANSHIP_SKN
  1218.             Texture = MUTranShipW.tga MUTranShipW_U.tga
  1219.         End
  1220.         
  1221.         ModelConditionState = DAMAGED 
  1222.             Model    = MUTRANSHIP_SKN
  1223.             Texture = MUTranShip.tga MUTranShip_D.tga
  1224.             
  1225.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1226.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1227.  
  1228.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1229.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1230.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1231.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1232.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1233.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1234.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1235.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1236.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes            
  1237.         End
  1238.  
  1239.         ModelConditionState = REALLYDAMAGED
  1240.             Model    = MUTRANSHIP_SKN
  1241.             Texture = MUTranShip.tga MUTranShip_D.tga
  1242.             
  1243.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1244.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1245.             
  1246.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  1247.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  1248.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  1249.         
  1250.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1251.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1252.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1253.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1254.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1255.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1256.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1257.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1258.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  1259.  
  1260.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  1261.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  1262.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes    
  1263.         End
  1264.         
  1265.         
  1266.         ModelConditionState =JUST_BUILT
  1267.             Model    =  MUTRANSHIP_A
  1268.         End
  1269.  
  1270.         IdleAnimationState
  1271.             StateName = State_NotDamaged
  1272.             Animation
  1273.                 AnimationName        = MUTRANSHIP_SKL.MUTRANSHIP_IDLA
  1274.                 AnimationMode        = LOOP
  1275.                 AnimationBlendTime    = 20
  1276.             End
  1277.         End
  1278.  
  1279.         AnimationState  = JUST_BUILT
  1280.             StateName = State_NotDamaged
  1281.             
  1282.             Animation
  1283.                 AnimationName        = MUTRANSHIP_A.MUTRANSHIP_A
  1284.                 AnimationMode        = ONCE
  1285.             End
  1286.         End
  1287.  
  1288.         AnimationState = DYING
  1289.             StateName        = State_NotDamaged
  1290.             EnteringStateFX    = FX_BuildingReallyDamaged
  1291.             
  1292.             Animation
  1293.                 AnimationName       = MUTRANSHIP_SKL.MUTRANSHIP_DIEB
  1294.                 AnimationMode       = ONCE
  1295.                 AnimationBlendTime  = 0
  1296.             End
  1297.             
  1298.             ;FXEvent    = Name: FX_BoatWaterDeath
  1299.             
  1300.             ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes            ; front mast
  1301.             ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
  1302.             
  1303.             ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes            ; rear mast
  1304.             ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
  1305.             ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
  1306.         
  1307.             ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
  1308.             ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
  1309.             ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
  1310.             ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
  1311.             ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
  1312.             ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
  1313.             ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
  1314.             ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
  1315.             ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
  1316.                         
  1317.             ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
  1318.             ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
  1319.             ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
  1320.         End        
  1321.  
  1322.         AnimationState = TURN_RIGHT
  1323.             ParticleSysBone = WakeFront Wake FollowBone:Yes
  1324.             ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
  1325.             Animation
  1326.                 AnimationName       = MUTRANSHIP_SKL.MUTRANSHIP_TRSR
  1327.                 AnimationMode       = LOOP
  1328.                 AnimationBlendTime  = 20
  1329.             End
  1330.         End
  1331.  
  1332.         AnimationState = TURN_LEFT
  1333.             ParticleSysBone = WakeFront Wake FollowBone:Yes
  1334.             ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
  1335.             Animation
  1336.                 AnimationName       = MUTRANSHIP_SKL.MUTRANSHIP_TRSL
  1337.                 AnimationMode       = LOOP
  1338.                 AnimationBlendTime  = 20
  1339.             End
  1340.         End
  1341.  
  1342.         AnimationState = MOVING TURN_RIGHT
  1343.             ParticleSysBone = WakeFront Wake FollowBone:Yes
  1344.             ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
  1345.             Animation
  1346.                 AnimationName       = MUTRANSHIP_SKL.MUTRANSHIP_TRNR
  1347.                 AnimationMode       = LOOP
  1348.                 AnimationBlendTime  = 20
  1349.             End
  1350.         End
  1351.  
  1352.         AnimationState = MOVING TURN_LEFT
  1353.             ParticleSysBone = WakeFront Wake FollowBone:Yes
  1354.             ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
  1355.             Animation
  1356.                 AnimationName       = MUTRANSHIP_SKL.MUTRANSHIP_TRNL
  1357.                 AnimationMode       = LOOP
  1358.                 AnimationBlendTime  = 20
  1359.             End
  1360.         End
  1361.  
  1362.  
  1363.         AnimationState = DECELERATE
  1364.             StateName        = State_NotDamaged
  1365.             Animation
  1366.                 AnimationName        = MUTRANSHIP_SKL.MUTRANSHIP_IDLA
  1367.                 AnimationMode        = LOOP
  1368.                 AnimationBlendTime    = 20
  1369.             End
  1370.             
  1371.         End
  1372.  
  1373.         AnimationState = MOVING
  1374.             StateName        = State_NotDamaged
  1375.             ParticleSysBone = WakeFront Wake FollowBone:Yes
  1376.             ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
  1377.             Animation
  1378.                 AnimationName       = MUTRANSHIP_SKL.MUTRANSHIP_ROWA
  1379.                 AnimationMode       = LOOP
  1380.                 AnimationBlendTime  = 20
  1381.             End
  1382.         End        
  1383.  
  1384.         AnimationState                = HIT_REACTION HIT_LEVEL_1
  1385.             StateName                = State_NotDamaged
  1386.             Animation
  1387.                 AnimationName       = MUTRANSHIP_SKL.MUTRANSHIP_HITA
  1388.                 AnimationMode       = ONCE
  1389.                 AnimationBlendTime  = 20
  1390.             End
  1391.         End
  1392.  
  1393.         AnimationState = DAMAGED
  1394.             StateName        = State_Damaged
  1395.             Animation
  1396.                 AnimationName        = MUTRANSHIP_SKL.MUTRANSHIP_IDLA
  1397.                 AnimationMode        = LOOP
  1398.                 AnimationBlendTime    = 20
  1399.             End
  1400.             BeginScript
  1401.                 Prev = CurDrawablePrevAnimationState()
  1402.                 if Prev == "State_NotDamaged"
  1403.                     then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
  1404.             EndScript
  1405.         End
  1406.  
  1407.         AnimationState = REALLYDAMAGED
  1408.             StateName        = State_ReallyDamaged
  1409.             Animation
  1410.                 AnimationName        = MUTRANSHIP_SKL.MUTRANSHIP_IDLA
  1411.                 AnimationMode        = LOOP
  1412.                 AnimationBlendTime    = 20
  1413.             End
  1414.             BeginScript
  1415.                 Prev = CurDrawablePrevAnimationState()
  1416.                 if Prev == "State_NotDamaged" or Prev == "State_Damaged"
  1417.                     then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
  1418.             EndScript
  1419.         End
  1420.                 
  1421.         TransitionState = TRANS_ToReallyDamaged
  1422.             StateName        = TRANS_ToReallyDamaged
  1423.             EnteringStateFX    = FX_BuildingReallyDamaged
  1424.         End
  1425.         
  1426.         TransitionState = TRANS_ToDamaged
  1427.             StateName        = TRANS_ToDamaged
  1428.             EnteringStateFX    = FX_BuildingReallyDamaged
  1429.         End
  1430.  
  1431.     End
  1432.     
  1433.     Draw = W3DSailModelDraw ModuleTag_Sail01Draw
  1434.         DefaultModelConditionState
  1435.             Model                = None
  1436.         End
  1437.     End
  1438.     
  1439.     Draw = W3DSailModelDraw ModuleTag_Sail02Draw
  1440.         DefaultModelConditionState
  1441.             Model                = None
  1442.         End
  1443.     End    
  1444.         
  1445.     DisplayName            = OBJECT:EvilFireShip
  1446.         
  1447.     ; *** AUDIO Parameters ***;
  1448.  
  1449.     VoicePriority            = 40
  1450.     SoundOnDamaged            = EvilShipExplosiveDamageSmallMS
  1451.     SoundOnReallyDamaged    = EvilShipExplosiveDamageMediumMS
  1452.  
  1453.     ;-------------------------
  1454.  
  1455.     Behavior = SlowDeathBehavior ModuleTag_Death
  1456.         DeathTypes            = ALL 
  1457.         SinkDelay            = 0
  1458.         SinkRate            = 0.0     ; in Dist/Sec
  1459.         DestructionDelay    = 15000
  1460.         Sound = INITIAL EvilShipExplosiveSinkMS
  1461.     End
  1462.  
  1463.     CommandSet = EvilFireShipCommandSet
  1464.  
  1465.     WeaponSet
  1466.         Conditions    = None 
  1467.         Weapon        = PRIMARY EvilShipFireWeapon
  1468.     End
  1469.     
  1470.     Behavior = FireWeaponWhenDeadBehavior ModuleTag_Explode
  1471.         DeathTypes        = NONE +EXTRA_2
  1472.         StartsActive    = Yes
  1473.         DeathWeapon        = EvilShipExplodeWeapon
  1474.     End
  1475.     
  1476.     ThreatBreakdown ElvenFireShip_DetailedThreat
  1477.         AIKindOf = SHIP_SUICIDE
  1478.     End
  1479.     
  1480.     Body = ActiveBody ModuleTag_02
  1481.         MaxHealth            = EVIL_FIRESHIP_HEALTH
  1482.     End
  1483.     
  1484.     BuildTime            = EVIL_FIRESHIP_BUILDTIME
  1485.     BuildCost            = EVIL_FIRESHIP_BUILDCOST
  1486.     
  1487.     CommandPoints        = 25
  1488.     
  1489.     BuildFadeInOnCreateTime = 2
  1490.     
  1491. End
  1492.  
  1493. ;------------------------------------------------------------------------------------------------------------
  1494.  
  1495.  
  1496. Object BoatDeathSplash
  1497.  
  1498.   ; *** ART Parameters ***
  1499.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  1500.     UseStandardModelNames = Yes
  1501.     DefaultModelConditionState
  1502.       Model = NONE
  1503.       ParticleSysBone = None BoatDieing
  1504.       ParticleSysBone = None BoatDieing2
  1505.       ParticleSysBone = None BoatDieing3
  1506.       ParticleSysBone = None NavalShipDebris
  1507.     End
  1508.   End
  1509.  
  1510.   ; *** AUDIO Parameters ***
  1511.     SoundAmbient = Waterfall1AmbientLoop
  1512.  
  1513.   ; ***DESIGN parameters ***
  1514.   DisplayName     = OBJECT:Waterfall
  1515.   EditorSorting   = MISC_NATURAL
  1516.  
  1517.   ; *** ENGINEERING Parameters ***  
  1518.   KindOf          = IMMOBILE INERT
  1519.   Shadow          = SHADOW_VOLUME
  1520.   Body            = ActiveBody ModuleTag_03
  1521.     MaxHealth       = 99999.0
  1522.   End
  1523.       
  1524.       Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate    
  1525.         MinLifetime        = 4500
  1526.         MaxLifetime        = 5500
  1527.     End
  1528.  
  1529. End
  1530.  
  1531.