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data_ini_object_evilfaction_units_evilmen_corsairship.ini
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2006-01-31
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;------------------------------------------------------------------------------
;
; EvilMenCorsairShip.ini
;
;------------------------------------------------------------------------------
Object EvilShip_Interface
; *** ART Parameters ***
SelectPortrait = UPEvil_Battleship
Draw = W3DScriptedModelDraw ModuleTag_HullDraw
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color
StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = ARROW
DefaultModelConditionState
Model = AUCorShip
WeaponLaunchBone = PRIMARY ARROW
End
ModelConditionState = DAMAGED ARMORSET_PLAYER_UPGRADE
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D_update.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
End
ModelConditionState = REALLYDAMAGED ARMORSET_PLAYER_UPGRADE
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D_update.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
ModelConditionState = DYING ARMORSET_PLAYER_UPGRADE
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D_update.tga
End
ModelConditionState = ARMORSET_PLAYER_UPGRADE
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_update.tga
End
ModelConditionState = DAMAGED
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
End
ModelConditionState = REALLYDAMAGED
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
ModelConditionState = DYING
Model = AUCorShip
Texture = AUCorShip.tga AUCorShip_D.tga
End
ModelConditionState =JUST_BUILT
Model = AUCorShip_A
End
IdleAnimationState
StateName = State_NotDamaged
End
AnimationState = JUST_BUILT
StateName = State_NotDamaged
Animation = Being_Built
AnimationName = AUCorShip_A.AUCorShip_A
AnimationMode = ONCE
End
ParticleSysBone = FireFront BoatFrontDust FollowBone:Yes
ParticleSysBone = FireBack BoatBackDust FollowBone:Yes
ParticleSysBone = FireLeft BoatSideDust FollowBone:Yes
ParticleSysBone = FireBack BoatSideDust FollowBone:Yes
FXEvent = Frame:265 Name: FX_BoatWaterBlast
End
AnimationState = DYING
StateName = State_NotDamaged
EnteringStateFX = FX_BuildingReallyDamaged
;FXEvent = Name: FX_BoatWaterDeath
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
AnimationState = DAMAGED
StateName = State_Damaged
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged"
then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
EndScript
End
AnimationState = REALLYDAMAGED
StateName = State_ReallyDamaged
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged" or Prev == "State_Damaged"
then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
EndScript
End
AnimationState = MOVING
StateName = State_NotDamaged
ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
ParticleSysBone = WakeFront Wake
End
TransitionState = TRANS_ToReallyDamaged
StateName = TRANS_ToReallyDamaged
EnteringStateFX = FX_BuildingReallyDamaged
End
TransitionState = TRANS_ToDamaged
StateName = TRANS_ToDamaged
EnteringStateFX = FX_BuildingReallyDamaged
End
End
Draw = W3DSailModelDraw ModuleTag_Sail01Draw
AttachToBoneInAnotherModule = SAIL_BONE01
MaxRotationDegrees = 45
BlowingThresholdDegrees = 15
AboutDamping = 0.1
DefaultModelConditionState
Model = AUCrShp_S1_SKN
End
;--------- USER_1 Pirate flag states ---------------------------------------------------------------
ModelConditionState = USER_1 REALLYDAMAGED
Model = AUCrShp_S1_SKN
Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
End
ModelConditionState = USER_1 DYING
Model = AUCrShp_S1_SKN
Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
End
ModelConditionState = USER_1
Model = AUCrShp_S1_SKN
Texture = AUCorShipW.tga AUCorShipW_Update.tga
End
;--------- Standard damaged states --------------------------------------------------------------------
ModelConditionState = REALLYDAMAGED
Model = AUCrShp_S1_SKN
Texture = AUCorShipW.tga AUCorShipW_D.tga
End
ModelConditionState = DYING
Model = AUCrShp_S1_SKN
Texture = AUCorShipW.tga AUCorShipW_D.tga
End
ModelConditionState = JUST_BUILT
Model = AUCrShp_S1_A
End
AnimationState = JUST_BUILT
StateName = JustBuilt
Animation
AnimationName = AUCrShp_S1_A.AUCrShp_S1_A
AnimationMode = ONCE
End
End
IdleAnimationState
Animation
AnimationName = AUCrShp_S1_SKL.AUCrShp_S1_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING SAIL_BLOWN_LEFT
Animation
AnimationName = AUCrShp_S1_SKL.AUCrShp_S1_WNDL
AnimationMode = LOOP
AnimationBlendTime = 15
End
End
AnimationState = MOVING SAIL_BLOWN_RIGHT
Animation
AnimationName = AUCrShp_S1_SKL.AUCrShp_S1_WNDR ; No! leave it!
AnimationMode = LOOP
AnimationBlendTime = 15
End
End
AnimationState = MOVING
Animation
AnimationName = AUCrShp_S1_SKL.AUCrShp_S1_WNDF
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
End
Draw = W3DSailModelDraw ModuleTag_Sail02Draw
AttachToBoneInAnotherModule = SAIL_BONE02
MaxRotationDegrees = 45
BlowingThresholdDegrees = 15
AboutDamping = 0.1
DefaultModelConditionState
Model = AUCrShp_S2_SKN
End
;--------- USER_1 Pirate flag states ---------------------------------------------------------------
ModelConditionState = USER_1 REALLYDAMAGED
Model = AUCrShp_S2_SKN
Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
End
ModelConditionState = USER_1 DYING
Model = AUCrShp_S2_SKN
Texture = AUCorShipW.tga AUCorShipW_D_Update.tga
End
ModelConditionState = USER_1
Model = AUCrShp_S2_SKN
Texture = AUCorShipW.tga AUCorShipW_Update.tga
End
;--------- Standard damaged states --------------------------------------------------------------------
ModelConditionState = REALLYDAMAGED
Model = AUCrShp_S2_SKN
Texture = AUCorShipW.tga AUCorShipW_D.tga
End
ModelConditionState = DYING
Model = AUCrShp_S2_SKN
Texture = AUCorShipW.tga AUCorShipW_D.tga
End
ModelConditionState = JUST_BUILT
Model = AUCrShp_S2_A
End
AnimationState = JUST_BUILT
StateName = JustBuilt
Animation = Being_Built
AnimationName = AUCrShp_S2_A.AUCrShp_S2_A
AnimationMode = ONCE
End
End
IdleAnimationState
Animation
AnimationName = AUCrShp_S2_SKL.AUCrShp_S2_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING SAIL_BLOWN_LEFT
Animation
AnimationName = AUCrShp_S2_SKL.AUCrShp_S2_WNDL
AnimationMode = LOOP
AnimationBlendTime = 15
End
End
AnimationState = MOVING SAIL_BLOWN_RIGHT
Animation
AnimationName = AUCrShp_S2_SKL.AUCrShp_S2_WNDR
AnimationMode = LOOP
AnimationBlendTime = 15
End
End
AnimationState = MOVING
Animation
AnimationName = AUCrShp_S2_SKL.AUCrShp_S2_WNDF
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
End
; Draw = W3DBoatWakeModelDraw ModuleTag_BoatWakeDraw
; ModelName = CorsairWakeFX
; Offset = X:73.76 Y:2.35 Z:1
; End
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = CORSAIRSHIP_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE
HealthBoxScale = 0.5
HealthBoxHeightOffset = -20
BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE
VisionRange = EVILMEN_SHIP_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_BATTLESHIP
; This is required so that the build phase lasts as long as the anim.
BuildFadeInOnCreateTime = 2
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
CommandPoints = 50
CommandSet = EvilLargeShipCommandSet
BuildTime = EVIL_BATTLESHIP_BUILDTIME
BuildCost = EVIL_BATTLESHIP_BUILDCOST
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ; No reacting to meta impacting for us
; *** AUDIO Parameters ***;
VoiceAttack = EvilMenCorsairShipAttack
VoiceAttackCharge = EvilMenCorsairShipAttack
VoiceAttackStructure = EvilMenCorsairShipAttack
VoiceAttackMachine = EvilMenCorsairShipAttack
VoiceCreated = EvilMenCorsairShipAttack
VoiceCreated = ShipSalute
VoiceFullyCreated = ShipSalute
VoiceGuard = EvilMenCorsairShipMove
VoiceMove = EvilMenCorsairShipMove
VoiceMoveToCamp = EvilMenCorsairShipMove
VoiceMoveWhileAttacking = EvilMenCorsairShipMove
VoiceRetreatToCastle = EvilMenCorsairShipMove
VoiceSelect = EvilMenCorsairShipSelect
VoiceSelectBattle = EvilMenCorsairShipSelect
SoundAmbient = EvilMenCorsairShipAmbienceMS
SoundAmbientDamaged = GenericFireMediumLoop
SoundAmbientReallyDamaged = GenericFireLargeLoop
SoundImpact = ImpactHorse
SoundMoveLoop = EvilMenCorsairShipMoveLoopMS
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE LARGE_RECTANGLE_PATHFIND CAN_ATTACK SHIP HAS_HEALTH_BAR
Body = ActiveBody ModuleTag_02
MaxHealth = EVIL_BATTLESHIP_HEALTH
End
Behavior = AIUpdateInterface ModuleTag_AI
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = EvilShipFunctions
End
ArmorSet
Conditions = None
Armor = LargeShipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = LargeShipHeavyArmor
DamageFX = None
End
LocomotorSet
Locomotor = LargeShipLocomotor
Condition = SET_NORMAL
Speed = EVIL_SHIP_ANTI_SHIP_SPEED
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = ArcherHorde
End
Behavior = PhysicsBehavior ModuleTag_04
End
Behavior = SquishCollide ModuleTag_06
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = ShipSlowDeathBehavior ModuleTag_Death
DeathTypes = ALL
SinkDelay = 0
SinkRate = 12.0 ; in Dist/Sec
DestructionDelay = 10000
;Sound = INITIAL EvilShipBattleSinkMS
End
Behavior = CreateObjectDie ModuleTag_SplashFX
CreationList = OCL_BoatDeathSplashBack
End
Behavior = CreateObjectDie ModuleTag_SplashFX2
CreationList = OCL_BoatDeathSplashFront
End
Behavior = ProductionUpdate ModuleTag_UpgradeProducer
GiveNoXP = Yes
End
Behavior = FlammableUpdate FlammableModuleTag_FireUpdate
AflameDuration = 0 ; Burn until expressly put out.
AflameDamageDelay = EVIL_SHIP_FIRE_DAMAGE_TIMEOUT ; How often do I take damage from being on fire?
AflameDamageAmount = EVIL_SHIP_FIRE_DAMAGE_AMOUNT ; How much damage to I take per delay?
FlameDamageLimit = EVIL_SHIP_FIRE_DAMAGE_HEALTH ; How much flame damage do I need to take before starting on fire?
FlameDamageExpiration = 100000 ; The time before resetting the health
SetBurnedStatus = No
DamageType = FORCE ; FORCE means 'any'; all damage makes ships burn. They're fragile.
End
;------------------- HEAVY ARMOR ----------------------------------------------------------
Behavior = ArmorUpgrade ModuleTag_PirateArmor
TriggeredBy = Upgrade_ShipArmor
End
;------------------ PIRATE FLAG - more damage --------------------------------------------
Behavior = AttributeModifierUpgrade ModuleTag_PirateAttributes
TriggeredBy = Upgrade_PirateFlag
AttributeModifier = EvilShipPirateBonus
CustomAnimAndDuration = AnimState:USER_1 AnimTime:0 TriggerTime:0
End
GeometryIsSmall = No
Geometry = BOX
GeometryMajorRadius = 90.0 ; A little larger than the art, to try and improve the collisions with other ships.
GeometryMinorRadius = 30.0
GeometryHeight = 60.0
AdditionalGeometry = BOX
GeometryMajorRadius = 0.9
GeometryMinorRadius = 0.9
GeometryHeight = 0.9
GeometryOffset = X:-200 Y:0 Z:-200
; Contact point corners are slightly smaller than the geometry, as this
; fits the mesh better.
GeometryContactPoint = X:-65.0 Y:20.0 Z:60 ; 1
GeometryContactPoint = X:65.0 Y:20.0 Z:0 ; 8
GeometryContactPoint = X:65.0 Y:20.0 Z:60 ; 5
GeometryContactPoint = X:-65.0 Y:-20.0 Z:0 ; 3
GeometryContactPoint = X:65.0 Y:-20.0 Z:60 ; 6
GeometryContactPoint = X:65.0 Y:-20.0 Z:0 ; 7
GeometryContactPoint = X:-65.0 Y:-20.0 Z:60 ; 2
GeometryContactPoint = X:-65.0 Y:20.0 Z:0 ; 4
Shadow = SHADOW_VOLUME
End
;-----------------------------------------------------------------------------------------------------------------------
ChildObject EvilMenTestCorsairShip EvilShip_Interface
End
;------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------
;
; The standard flaming arrows version.
;
;------------------------------------------------------------------------------------------------------------
; This is just a really basic unit that contains a weapon. We need this to create a nice spread of arrows that
; would be impossible to do with a single weapon on the ship.
Object InternalShipEvilArcher
SelectPortrait = UPEvil_Battleship
KindOf = INFANTRY CAN_ATTACK PASS_EXPERIENCE_TO_CONTAINER
TransportSlotCount = 1
CommandPoints = 0
VisionRange = GOODMEN_SHIP_VISION_RANGE
Behavior = AIUpdateInterface ModuleTag_AI
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
End
LocomotorSet
Locomotor = CatapultLocomotor
Condition = SET_NORMAL
Speed = 0
End
Behavior = PhysicsBehavior ModuleTag_05
GravityMult = 1.0
End
Body = ActiveBody ModuleTag_Body
MaxHealth = 1
End
WeaponSet
Conditions = None
Weapon = PRIMARY EvilShipAntiShipWeapon
End
ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
AIKindOf = SHIP_BATTLESHIP
End
End
;----------------------------------------------
ChildObject EvilMenCorsairShip EvilShip_Interface
WeaponSet
Conditions = None
Weapon = PRIMARY ShipMissileRangefinder
End
Behavior = HordeTransportContain ModuleTag_Contain
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE CAN_ATTACK
Slots = 5
DamagePercentToUnits = 0%
PassengerFilter = NONE +InternalShipEvilArcher
PassengerBonePrefix = PassengerBone:Arrow KindOf:INFANTRY
ShowPips = No
KillPassengersOnDeath = Yes
EjectPassengersOnDeath = No
InitialPayload = InternalShipEvilArcher 5
End
ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
AIKindOf = SHIP_BATTLESHIP
End
DisplayName = OBJECT:EvilArrowShip
; *** AUDIO Parameters ***;
VoicePriority = 50
SoundOnDamaged = EvilShipBattleDamageSmallMS
SoundOnReallyDamaged = EvilShipBattleDamageMediumMS
;-------------------------
Behavior = ShipSlowDeathBehavior ModuleTag_Death
DeathTypes = ALL
SinkDelay = 0
SinkRate = 12.0 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL EvilShipBattleSinkMS
End
End
;------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------
;
; The shore bombard version.
;
;------------------------------------------------------------------------------------------------------------
ChildObject EvilShoreBombardShip EvilShip_Interface
SelectPortrait = UPEvil_BombardShip
Draw = W3DScriptedModelDraw ModuleTag_HullDraw
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color
StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = ARROW
DefaultModelConditionState
Model = AUBomShip_SKN
WeaponLaunchBone = PRIMARY PROJECTILEROCK
Turret = B_CATAPULT
TurretArtAngle = 90
End
ModelConditionState = ARMORSET_PLAYER_UPGRADE
Model = AUBomShip_SKN
Texture = AUCorShip.tga AUCorShip_update.tga
End
ModelConditionState = DAMAGED
Model = AUBomShip_SKN
Texture = AUCorShip.tga AUCorShip_D.tga
End
ModelConditionState = REALLYDAMAGED
Model = AUBomShip_SKN
Texture = AUCorShip.tga AUCorShip_D.tga
End
ModelConditionState = DYING
Model = AUBomShip_SKN
Texture = AUCorShip.tga AUCorShip_D.tga
End
ModelConditionState = JUST_BUILT
Model = AUBomShip_A
End
IdleAnimationState
StateName = State_NotDamaged
End
AnimationState = JUST_BUILT
StateName = State_NotDamaged
Animation
AnimationName = AUBomShip_A.AUBomShip_A
AnimationMode = ONCE
End
End
AnimationState = DYING
StateName = State_NotDamaged
EnteringStateFX = FX_BuildingReallyDamaged
;FXEvent = Name: FX_BoatWaterDeath
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
IdleAnimationState
StateName = State_NotDamaged
Animation
AnimationName = AuBomShip_SKL.AuBomShip_IDL
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = DAMAGED MOVING
StateName = State_Damaged
Animation
AnimationName = AuBomShip_SKL.AuBomShip_MOV
AnimationMode = LOOP
AnimationBlendTime = 20
End
FXEvent = Frame:90 Name:FX_OarSplash FrameStop:10
FXEvent = Frame:20 Name:FX_OarSplash FrameStop:40
//ParticleSysBone = WakeFront Wake FollowBone:Yes
ParticleSysBone = WakeFront WakeBack3 FollowBone:Yes
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged"
then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
EndScript
End
AnimationState = REALLYDAMAGED MOVING
StateName = State_ReallyDamaged
Animation
AnimationName = AuBomShip_SKL.AuBomShip_MOV
AnimationMode = LOOP
AnimationBlendTime = 20
End
FXEvent = Frame:90 Name:FX_OarSplash FrameStop:10
FXEvent = Frame:20 Name:FX_OarSplash FrameStop:40
//ParticleSysBone = WakeFront Wake FollowBone:Yes
ParticleSysBone = WakeFront WakeBack3 FollowBone:Yes
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged" or Prev == "State_Damaged"
then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
EndScript
End
AnimationState = DAMAGED
StateName = State_Damaged
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged"
then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
EndScript
End
AnimationState = REALLYDAMAGED
StateName = State_ReallyDamaged
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged" or Prev == "State_Damaged"
then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
EndScript
End
AnimationState = DAMAGED
StateName = State_Damaged
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged"
then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
EndScript
End
AnimationState = REALLYDAMAGED
StateName = State_ReallyDamaged
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged" or Prev == "State_Damaged"
then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
EndScript
End
AnimationState = DECELERATE
StateName = State_NotDamaged
End
AnimationState = TURN_LEFT
StateName = State_NotDamaged
Animation
AnimationName = AuBomShip_SKL.AuBomShip_TRNL
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT
StateName = State_NotDamaged
Animation
AnimationName = AuBomShip_SKL.AuBomShip_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING
StateName = State_NotDamaged
Animation
AnimationName = AUBomShip_SKL.AUBomShip_MOV
AnimationMode = LOOP
AnimationBlendTime = 20
End
FXEvent = Frame:90 Name:FX_OarSplash FrameStop:10
FXEvent = Frame:20 Name:FX_OarSplash FrameStop:40
ParticleSysBone = WakeFront WakeBack3 FollowBone:Yes
//ParticleSysBone = WakeFront Wake
End
TransitionState = TRANS_ToReallyDamaged
StateName = TRANS_ToReallyDamaged
EnteringStateFX = FX_BuildingReallyDamaged
End
TransitionState = TRANS_ToDamaged
StateName = TRANS_ToDamaged
EnteringStateFX = FX_BuildingReallyDamaged
End
End
Draw = W3DSailModelDraw ModuleTag_Sail01Draw
DefaultModelConditionState
Model = None
End
End
Draw = W3DSailModelDraw ModuleTag_Sail02Draw
DefaultModelConditionState
Model = None
End
End
Draw = W3DScriptedModelDraw ModuleTag_TurretDraw
AttachToBoneInAnotherModule = B_CATAPULT
;DefaultModelConditionState don't use DefaultModelConditionState here otherwise we'll get the FX during build up.
ModelConditionState = NONE
Model = AUBomCat
WeaponLaunchBone = PRIMARY PROJECTILEROCK
ParticleSysBone = PROJECTILEROCK EvilShipBombardProjectile FollowBone:Yes
End
ModelConditionState = JUST_BUILT
Model = None
End
IdleAnimationState
Animation
AnimationName = AUBomCat.AUBomCat
AnimationMode = MANUAL
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = AUBomCat.AUBomCat
AnimationMode = ONCE
End
FrameForPristineBonePositions = 10
End
End
Body = ActiveBody ModuleTag_02
MaxHealth = EVIL_BOMBARDSHIP_HEALTH
End
DisplayName = OBJECT:EvilBombardShip
; *** AUDIO Parameters ***;
VoicePriority = 45
SoundOnDamaged = EvilShipBombardDamageSmallMS
SoundOnReallyDamaged = EvilShipBombardDamageMediumMS
;-------------------------
Behavior = ShipSlowDeathBehavior ModuleTag_Death
DeathTypes = ALL
SinkDelay = 0
SinkRate = 12.0 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL EvilShipBombardSinkMS
End
WeaponSet
Conditions = None
Weapon = PRIMARY EvilShipRangedBombardWeapon
End
LocomotorSet
Locomotor = LargeShipLocomotor
Condition = SET_NORMAL
Speed = EVIL_SHIP_BOMBARD_SPEED
End
Behavior = SubObjectsUpgrade ModuleTag_PirateBanner
TriggeredBy = Upgrade_PirateFlag
ShowSubObjects = BANNER
End
ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
AIKindOf = SHIP_BOMBARD
End
CommandSet = EvilBombardShipCommandSet
BuildTime = EVIL_BOMBARDSHIP_BUILDTIME
BuildCost = EVIL_BOMBARDSHIP_BUILDCOST
BuildFadeInOnCreateTime = 2
CommandPoints = 100
End
;------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------
;
; The fire ship version.
;
;------------------------------------------------------------------------------------------------------------
ChildObject EvilFireShip EvilShip_Interface
SelectPortrait = UPEvil_FireShip
Draw = W3DScriptedModelDraw ModuleTag_HullDraw
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color
StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD
;ExtraPublicBone = ARROW
DefaultModelConditionState
Model = MUTRANSHIP_SKN
WeaponLaunchBone = PRIMARY ARROW
End
; This has crazy combinations of damaged, armor, and sail upgrades
ModelConditionState = DAMAGED ARMORSET_PLAYER_UPGRADE USER_1
Model = MUTRANSHIP_SKN
Texture = MUTranShip.tga MUTranShip_U_D.tga
Texture = MUTranShipW.tga MUTranShipW_U_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
End
ModelConditionState = REALLYDAMAGED ARMORSET_PLAYER_UPGRADE USER_1
Model = MUTRANSHIP_SKN
Texture = MUTranShip.tga MUTranShip_U_D.tga
Texture = MUTranShipW.tga MUTranShipW_U_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
ModelConditionState = ARMORSET_PLAYER_UPGRADE USER_1
Model = MUTRANSHIP_SKN
Texture = MUTranShip.tga MUTranShip_U.tga
Texture = MUTranShipW.tga MUTranShipW_U.tga
End
ModelConditionState = DAMAGED USER_1
Model = MUTRANSHIP_SKN
Texture = MUTranShipW.tga MUTranShipW_U_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
End
ModelConditionState = REALLYDAMAGED USER_1
Model = MUTRANSHIP_SKN
Texture = MUTranShipW.tga MUTranShipW_U_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
ModelConditionState = DAMAGED ARMORSET_PLAYER_UPGRADE
Model = MUTRANSHIP_SKN
Texture = MUTranShip.tga MUTranShip_U_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
End
ModelConditionState = REALLYDAMAGED ARMORSET_PLAYER_UPGRADE
Model = MUTRANSHIP_SKN
Texture = MUTranShip.tga MUTranShip_U_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
ModelConditionState = ARMORSET_PLAYER_UPGRADE
Model = MUTRANSHIP_SKN
Texture = MUTranShip.tga MUTranShip_U.tga
End
ModelConditionState = USER_1
Model = MUTRANSHIP_SKN
Texture = MUTranShipW.tga MUTranShipW_U.tga
End
ModelConditionState = DAMAGED
Model = MUTRANSHIP_SKN
Texture = MUTranShip.tga MUTranShip_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
End
ModelConditionState = REALLYDAMAGED
Model = MUTRANSHIP_SKN
Texture = MUTranShip.tga MUTranShip_D.tga
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
ModelConditionState =JUST_BUILT
Model = MUTRANSHIP_A
End
IdleAnimationState
StateName = State_NotDamaged
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = JUST_BUILT
StateName = State_NotDamaged
Animation
AnimationName = MUTRANSHIP_A.MUTRANSHIP_A
AnimationMode = ONCE
End
End
AnimationState = DYING
StateName = State_NotDamaged
EnteringStateFX = FX_BuildingReallyDamaged
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_DIEB
AnimationMode = ONCE
AnimationBlendTime = 0
End
;FXEvent = Name: FX_BoatWaterDeath
ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast
ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast
ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes
ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes
ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes
ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes
ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes
End
AnimationState = TURN_RIGHT
ParticleSysBone = WakeFront Wake FollowBone:Yes
ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_TRSR
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = TURN_LEFT
ParticleSysBone = WakeFront Wake FollowBone:Yes
ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_TRSL
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING TURN_RIGHT
ParticleSysBone = WakeFront Wake FollowBone:Yes
ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_TRNR
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING TURN_LEFT
ParticleSysBone = WakeFront Wake FollowBone:Yes
ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_TRNL
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = DECELERATE
StateName = State_NotDamaged
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING
StateName = State_NotDamaged
ParticleSysBone = WakeFront Wake FollowBone:Yes
ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_ROWA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = State_NotDamaged
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_HITA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
AnimationState = DAMAGED
StateName = State_Damaged
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged"
then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end
EndScript
End
AnimationState = REALLYDAMAGED
StateName = State_ReallyDamaged
Animation
AnimationName = MUTRANSHIP_SKL.MUTRANSHIP_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_NotDamaged" or Prev == "State_Damaged"
then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end
EndScript
End
TransitionState = TRANS_ToReallyDamaged
StateName = TRANS_ToReallyDamaged
EnteringStateFX = FX_BuildingReallyDamaged
End
TransitionState = TRANS_ToDamaged
StateName = TRANS_ToDamaged
EnteringStateFX = FX_BuildingReallyDamaged
End
End
Draw = W3DSailModelDraw ModuleTag_Sail01Draw
DefaultModelConditionState
Model = None
End
End
Draw = W3DSailModelDraw ModuleTag_Sail02Draw
DefaultModelConditionState
Model = None
End
End
DisplayName = OBJECT:EvilFireShip
; *** AUDIO Parameters ***;
VoicePriority = 40
SoundOnDamaged = EvilShipExplosiveDamageSmallMS
SoundOnReallyDamaged = EvilShipExplosiveDamageMediumMS
;-------------------------
Behavior = SlowDeathBehavior ModuleTag_Death
DeathTypes = ALL
SinkDelay = 0
SinkRate = 0.0 ; in Dist/Sec
DestructionDelay = 15000
Sound = INITIAL EvilShipExplosiveSinkMS
End
CommandSet = EvilFireShipCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY EvilShipFireWeapon
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_Explode
DeathTypes = NONE +EXTRA_2
StartsActive = Yes
DeathWeapon = EvilShipExplodeWeapon
End
ThreatBreakdown ElvenFireShip_DetailedThreat
AIKindOf = SHIP_SUICIDE
End
Body = ActiveBody ModuleTag_02
MaxHealth = EVIL_FIRESHIP_HEALTH
End
BuildTime = EVIL_FIRESHIP_BUILDTIME
BuildCost = EVIL_FIRESHIP_BUILDCOST
CommandPoints = 25
BuildFadeInOnCreateTime = 2
End
;------------------------------------------------------------------------------------------------------------
Object BoatDeathSplash
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
UseStandardModelNames = Yes
DefaultModelConditionState
Model = NONE
ParticleSysBone = None BoatDieing
ParticleSysBone = None BoatDieing2
ParticleSysBone = None BoatDieing3
ParticleSysBone = None NavalShipDebris
End
End
; *** AUDIO Parameters ***
SoundAmbient = Waterfall1AmbientLoop
; ***DESIGN parameters ***
DisplayName = OBJECT:Waterfall
EditorSorting = MISC_NATURAL
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE INERT
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = 4500
MaxLifetime = 5500
End
End