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data_ini_object_evilfaction_units_wild_wildbannermarauder.ini
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2006-01-31
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; Moved from WildInfantry.INI Aug 24 2005
;//------------------------------------------------------------------------------
;// aka Mordor Banner Orc
;// i just replaced the name of the old mordor banner orc, this needs a proper hookup
Object WildBannerMarauder
;// *** ART Parameters ***
SelectPortrait = UPMordor_Banner
;// This is required for garrisoned objects - please put in all objects.
ButtonImage = BMOrcPit_RedEyeBanner
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = WUMrdBnr_SKN
End
ModelConditionState = COMING_OUT_OF_FACTORY
Model = WUMrdBnr_SKN
End
IdleAnimationState
Flags = RANDOMSTART
StateName = Bored
Animation = IDLA
AnimationName = WUMrdBnr_SKL.WUMrdBnr_IDLA
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "PikeDown" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
if Prev == "Selected" or Prev == "Trans_Down_To_Up" then CurDrawableSetTransitionAnimState("TRANS_SB_Normal") end
EndScript
End
AnimationState = PASSENGER
Animation = Grabbed
AnimationName = WUMrdBnr_SKL.WUMrdBnr_FLYA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Falling
AnimationName = WUMrdBnr_SKL.WUMrdBnr_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
;------special pikeman porcupine formation animations-----------------------------------
AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A
Animation = ATKC
AnimationName = WUMrdBnr_SKL.WUMrdBnr_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
StateName = PikeDown
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "PikeUp" or Prev == "Selected" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
EndScript
End
AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE ;TEMP
Animation = ATKC
AnimationName = WUMrdBnr_SKL.WUMrdBnr_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
StateName = PikeUp
End
AnimationState = ALTERNATE_FORMATION MOVING BACKING_UP
Animation = Moving_Back
AnimationName = WUMrdBnr_SKL.WUMrdBnr_BAKA
AnimationMode = LOOP
End
End
AnimationState = ALTERNATE_FORMATION MOVING
Animation = ATKC
AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
AnimationMode = LOOP
End
StateName = PikeDown
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "PikeUp" or Prev == "Selected" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
EndScript
End
; AnimationState = ALTERNATE_FORMATION STUNNED_FLAILING
; Animation = Flying_1
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_FLYA
; AnimationMode = LOOP
; End
; Flags = MAINTAIN_FRAME_ACROSS_STATES2
; End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = WUMrdBnr_SKL.WUMrdBnr_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = ALTERNATE_FORMATION DYING SPLATTED
Animation = Splat
AnimationName = WUMrdBnr_SKL.WUMrdBnr_LNDA
AnimationMode = ONCE
End
End
AnimationState = ALTERNATE_FORMATION DYING AFLAME
Animation = Flaming_Death
AnimationName = WUMrdBnr_SKL.WUMrdBnr_MFDA
AnimationMode = ONCE
End
End
AnimationState = ALTERNATE_FORMATION DYING
Animation = Dying_1
AnimationName = WUMrdBnr_SKL.WUMrdBnr_DIEA
AnimationMode = ONCE
End
End
; --- stunned anims
AnimationState = ALTERNATE_FORMATION STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = WUMrdBnr_SKL.WUMrdBnr_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = ALTERNATE_FORMATION STUNNED
Animation = Splattered_On_Ground
AnimationName = WUMrdBnr_SKL.WUMrdBnr_LNDA
AnimationMode = ONCE
End
End
AnimationState = ALTERNATE_FORMATION
Animation = ATKC
AnimationName = WUMrdBnr_SKL.WUMrdBnr_IDLA
AnimationMode = LOOP
End
StateName = PikeDown
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "PikeUp" or Prev == "Selected" or Prev == "Bored" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
EndScript
End
;--------------------normal animations---------------------------
; --- stunned anims --- ;
AnimationState = STUNNED_FLAILING
Animation = Flying_1
AnimationName = WUMrdBnr_SKL.WUMrdBnr_FLYA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = DYING SPLATTED
Animation = Splat
AnimationName = WUMrdBnr_SKL.WUMrdBnr_LNDA
AnimationMode = ONCE
End
End
; --- death anims --- ;
AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = WUMrdBnr_SKL.WUMrdBnr_MFDA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = Dying_2
AnimationName = WUMrdBnr_SKL.WUMrdBnr_DIEA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = WUMrdBnr_SKL.WUMrdBnr_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
StateName = STATE_Stunned
Animation = Splattered_On_Ground
AnimationName = WUMrdBnr_SKL.WUMrdBnr_LNDA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = WUMrdBnr_SKL.WUMrdBnr_MFDA
AnimationMode = LOOP
Distance = 100
End
End
AnimationState = PARALYZED
Animation
AnimationName = WUMrdBnr_IDLA
AnimationMode = LOOP
End
End
AnimationState = COMING_OUT_OF_FACTORY
Animation = Being_Built
AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
AnimationMode = LOOP
AnimationBlendTime = 0
End
End
; AnimationState = MOVING FIRING_OR_PREATTACK_A
; Animation = TrotAndFire
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_ATRA
; AnimationMode = LOOP
; End
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; End
AnimationState = MOVING BACKING_UP
Animation = Moving_Back
AnimationName = WUMrdBnr_SKL.WUMrdBnr_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_AFRAID
Animation = Moving_1
AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING EMOTION_ALERT
Animation = Moving_1
AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING ATTACKING
Animation = Moving_1
AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING ENGAGED
Animation = Moving_1
AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Flags = RANDOMSTART
Animation = Moving_1
AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
AnimationMode = LOOP
End
ParticleSysBone = None InfantryDustTrails
End
; --- Attacking --- ;
AnimationState = FIRING_OR_PREATTACK_A
Animation = KickSinceWeAreMelee
AnimationName = WUMrdBnr_SKL.WUMrdBnr_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
; --- emotions --- ;
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = WUMrdBnr_SKL.WUMrdBnr_CHRA
AnimationMode = LOOP
End
End
; AnimationState = EMOTION_AFRAID
; Animation = FERA
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_FERA
; AnimationMode = LOOP
; End
; Flags = RANDOMSTART
; End
; AnimationState = EMOTION_CELEBRATING
; Animation = CHRA
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_CHRA
; AnimationMode = ONCE
; AnimationBlendTime = 10
; End
; Animation = CHRB
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_CHRB
; AnimationMode = ONCE
; AnimationBlendTime = 10
; End
; Animation = TNTA
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_TNTA
; AnimationMode = ONCE
; AnimationBlendTime = 10
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "PikeDown" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
; EndScript
; End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = WUMrdBnr_SKL.WUMrdBnr_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "PikeDown" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
EndScript
End
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = WUMrdBnr_SKL.WUMrdBnr_PNTA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "PikeDown" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
EndScript
End
; AnimationState = EMOTION_ALERT
; Animation = ALERT
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_IDLE
; AnimationMode = LOOP
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "PikeDown" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
; EndScript
; End
; AnimationState = ATTACKING
; Animation = ALERT
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_IDLE
; AnimationMode = LOOP
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "PikeDown" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
; EndScript
; End
; AnimationState = ENGAGED
; Animation = ALERT
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_IDLE
; AnimationMode = LOOP
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "PikeDown" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
; EndScript
; End
; AnimationState = JUST_BUILT
; Animation = Being_Built
; AnimationName = WUMrdBnr_SKL.WUMrdBnr_BLDA
; AnimationMode = ONCE
; AnimationBlendTime = 0
; End
; End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = WUMrdBnr_SKL.WUMrdBnr_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = TNTA
AnimationName = WUMrdBnr_SKL.WUMrdBnr_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
Animation = Selected_Loop
AnimationName = WUMrdBnr_SKL.WUMrdBnr_ATNB
AnimationMode = LOOP
AnimationBlendTime = 10
End
StateName = Selected
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "PikeDown" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
if Prev == "Bored" then CurDrawableSetTransitionAnimState("TRANS_BS_Normal") end
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End
TransitionState = TRANS_BS_Normal
Animation = Transition
AnimationName = WUMrdBnr_SKL.WUMrdBnr_ATNC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
End
TransitionState = TRANS_SB_Normal
Animation = Transition
AnimationName = WUMrdBnr_SKL.WUMrdBnr_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
End
End
#include "..\..\..\includes\StunDrawModuleLarge.inc"
;// ***DESIGN parameters ***
Side = Wild
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY WildMarauderPike
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = WildMarauderArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = WildMarauderHeavyArmor
DamageFX = NormalDamageFX
End
BuildCost = MORDOR_BANNER_BUILDCOST
BuildTime = MORDOR_BANNER_BUILDTIME
VisionRange = GOBLIN_FIGHTER_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
ShroudClearingRange = GOBLIN_FIGHTER_SHROUD_RANGE
BountyValue = MORDOR_BANNER_BOUNTY_VALUE
DisplayName = OBJECT:MordorBanner
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = BasicInfantryCrushRevenge
CommandSet = EmptyCommandSet
CommandPoints = 0
;// *** AUDIO Parameters ***;
VoiceAttack = MarauderVoiceAttack
VoiceAttackCharge = MarauderVoiceAttackCharge
VoiceAttackMachine = MarauderVoiceAttack
VoiceAttackStructure = MarauderVoiceAttackBuilding
VoiceCreated = EVA:Half-TrollsCreated
VoiceFullyCreated = EVA:Half-TrollsCreated
VoiceGuard = MarauderVoiceMove
VoiceMove = MarauderVoiceMove
VoiceMoveToCamp = MarauderVoiceMoveCamp
VoiceMoveWhileAttacking = MarauderVoiceDisengage
VoicePriority = 9
VoiceRetreatToCastle = MarauderVoiceRetreat
VoiceSelect = MarauderVoiceSelectMS
VoiceSelectBattle = MarauderVoiceSelectBattle
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = MarauderVoiceMoveShip
VoiceEnterUnitMordorMumakil = MarauderVoiceMoveGarrison
VoiceEnterUnitSlaughterHouse = MarauderVoiceMoveGarrison
VoiceGarrison = MarauderVoiceMoveGarrison
VoiceInitiateCaptureBuilding = MarauderVoiceCaptureBuilding
End
CrowdResponseKey = Uruk
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallOrc Animation:WUMrdBnr_SKL.WUMrdBnr_DIEA Frames:72
AnimationSound = Sound:BodyFallOrc Animation:WUMrdBnr_SKL.WUMrdBnr_LNDA Frames:7
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionMarauderCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionMarauderCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMarauderCompilationVoxTauntSinglesLoop
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Marauder
End
;// *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT BANNER GRAB_AND_DROP IGNORES_SELECT_ALL
Body = ActiveBody ModuleTag_02
MaxHealth = MORDOR_BANNER_HEALTH
MaxHealthDamaged = MORDOR_BANNER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 40
AttackPriority = AttackPriority_Infantry
AILuaEventsList = MordorInfantryBannerFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
; TauntAndPointDistance = 350 ; max distance to taunted/pointed objet
; TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
; TauntAndPointExcluded = NONE
; AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
; AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
; PointAt = EMOTION_POINTAT_OBJECTFILTER
;
; HeroScanDistance = 150
; FearScanDistance = 250
;
; AddEmotion = Terror_Base
; AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
; AddEmotion = UncontrollableFear_Base_Evil
; AddEmotion = FearIdle_Base
; AddEmotion = FearBusy_Base
; AddEmotion = Point_Base
; AddEmotion = Taunt_Base
; AddEmotion = CheerIdle_Base
; AddEmotion = CheerBusy_Base
; AddEmotion = HeroCheerIdle_Base
; AddEmotion = HeroCheerBusy_Base
; AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_WILD_PIKEMEN_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 2133 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL MarauderVoxDieMS
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL MarauderVoxDieMS
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
;/////////////////////////////////////////////////////////
;// BannerCarrierUpdate module
;/////////////////////////////////////////////////////////
Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
IdleSpawnRate = 10000 ; spawn a new member every n seconds when idle (in miliseconds)
MeleeFreeUnitSpawnTime = 20000 ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
DiedRespawnTime = 10000 ; how much time must pass after Banner Carrier dies before horde can spawn another
MeleeFreeBannerReSpawnTime = 20000 ; how much time since horde has been fighting before a new Banner Carrier can be respawned
BannerMorphFX = FX_BannerCarrierMorph ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
UnitSpawnFX = FX_BannerCarrierSpawnUnit ; name of particle FX to use when the BannerCarrier spawns a new unit
End
Behavior = SubObjectsUpgrade Show_Topper
TriggeredBy = Upgrade_AllFactionUpgrade
ShowSubObjects = Glow
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End