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Text File  |  2006-01-31  |  18KB  |  595 lines

  1. ;------------------------------------------------------------------------------
  2. ; REFERENCES TO NEW OBJECTS USING OLD NAMES (to not break existing maps just yet)
  3.  
  4. ChildObject MordorCorsair MordorCorsairsOfUmbar
  5.   Side = Obsolete
  6. End
  7.  
  8. ChildObject MordorCorsairHorde MordorCorsairsOfUmbarHorde
  9.   Side = Obsolete
  10. End
  11.  
  12. ChildObject MordorUmbarTavern MordorTavern
  13.   Side = Obsolete
  14. End
  15.  
  16.  
  17.  
  18. ;------------------------------------------------------------------------------
  19. ; OBSOLETE OBJECTS (currently used CorsairsOfUmbar and Tavern are found in the MORDOR side)
  20.  
  21. ;------------------------------------------------------------------------------
  22. Object EvilManCorsairObsolete
  23.  
  24.   ;SelectPortrait         = SP_Corsair
  25.  
  26.   ; *** ART Parameters ***
  27.     ; This is required for garrisoned objects - please put in all objects.
  28.     ButtonImage = BuildingNoArt
  29.   
  30.    ;note all file names are MUHaradim, not MUHaradrim, so as not to exceed character limits
  31.   Draw = W3DHordeModelDraw ModuleTag_01
  32.  
  33.     OkToChangeModelColor = Yes
  34.         
  35.     StaticModelLODMode = Yes
  36.     ; specify options for static LODs
  37.     LodOptions    = LOW
  38.         AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_LOW
  39.         MaxRandomTextures        =    MAX_RANDOM_TEXTURES_LOW
  40.         MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_LOW
  41.         MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_LOW
  42.     End
  43.     
  44.     LodOptions    = MEDIUM
  45.         AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_MED
  46.         MaxRandomTextures        =    MAX_RANDOM_TEXTURES_MED
  47.         MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_MED
  48.         MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_MED
  49.     End
  50.     
  51.     LodOptions    = HIGH
  52.         AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_HIGH
  53.         MaxRandomTextures        =    MAX_RANDOM_TEXTURES_HIGH
  54.         MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_HIGH
  55.         MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_HIGH
  56.     End
  57.  
  58.  
  59.     DefaultModelConditionState
  60.       Model = MUHaradim_SKN
  61.       WeaponLaunchBone = PRIMARY ARRROW
  62.     End
  63.  
  64.         IdleAnimationState
  65.             Animation = IDLA
  66.                 AnimationName = MUHaradim_SKL.MUHaradim_IDLA
  67.                 AnimationMode = ONCE
  68.                 AnimationBlendTime = 10
  69.                 AnimationPriority = 25
  70.             End
  71.             Animation = IDLB
  72.                 AnimationName = MUHaradim_SKL.MUHaradim_IDLB
  73.                 AnimationMode = ONCE
  74.                 AnimationBlendTime = 10
  75.             End
  76.             Animation = IDLC
  77.                 AnimationName = MUHaradim_SKL.MUHaradim_IDLC
  78.                 AnimationMode = ONCE
  79.                 AnimationBlendTime = 10
  80.             End
  81.             StateName = Idle
  82.             BeginScript
  83.                 CurDrawableShowSubObject("arrrow")
  84.             EndScript
  85.         End
  86.  
  87.     AnimationState = THROWN_PROJECTILE
  88.         Animation = Thrown
  89.             AnimationName = MUHaradim_SKL.MUHaradim_FLYA
  90.             AnimationMode = LOOP
  91.         End
  92.     End
  93.  
  94.     AnimationState = MOVING DAMAGED AFLAME
  95.         Animation = Moving_Damaged
  96.             AnimationName = MUHaradim_SKL.MUHaradim_MFDA
  97.             AnimationMode = LOOP
  98.         End
  99.         Flags               = RANDOMSTART
  100.         ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  101.         ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  102.         ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  103.         ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  104.         ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  105.         ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  106.     End
  107.  
  108.     AnimationState = MOVING AFLAME
  109.         Animation = Moving
  110.             AnimationName = MUHaradim_SKL.MUHaradim_MFDA
  111.         AnimationMode = LOOP
  112.         End
  113.         Flags               = RANDOMSTART
  114.         ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  115.         ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  116.         ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  117.         ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  118.         ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  119.         ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  120.     End
  121.     
  122.     AnimationState            = MOVING BACKING_UP
  123.         Animation            = BackingUp
  124.             AnimationName    = MUHaradim_SKL.MUHaradim_BAKA
  125.             AnimationMode    = LOOP
  126.         End
  127.         Flags = RANDOMSTART
  128.     End
  129.     
  130.     AnimationState = MOVING EMOTION_TERROR
  131.         ShareAnimation = Yes
  132.         Animation = Moving
  133.             AnimationName = MUHaradim_SKL.MUHaradim_RUNA
  134.             AnimationMode = LOOP
  135.         End
  136.         Flags               = RANDOMSTART
  137.         ParticleSysBone     = None InfantryDustTrails
  138.     End
  139.  
  140. ;    AnimationState = MOVING DAMAGED
  141. ;            Animation = Moving_Damaged
  142. ;          AnimationName = MUHaradim_SKL.MUHaradim_IWKA
  143. ;            AnimationMode = LOOP
  144. ;            End
  145.  ;     Flags               = RANDOMSTART
  146.  ;     ParticleSysBone     = None InfantryDustTrails
  147.  ;   End
  148.  
  149.     AnimationState = MOVING
  150.         ShareAnimation = Yes
  151.             Animation = Moving
  152.           AnimationName = MUHaradim_SKL.MUHaradim_RUNA
  153.             AnimationMode = LOOP
  154.             End
  155.       Flags               = RANDOMSTART
  156.       ParticleSysBone     = None InfantryDustTrails
  157.     End
  158.  
  159.     AnimationState = FIRING_OR_PREATTACK_A
  160.          Animation = Attacking
  161.             AnimationName = MUHaradim_SKL.MUHaradim_ATKA
  162.             AnimationMode = LOOP
  163.             UseWeaponTiming        = Yes
  164.         End
  165.         FrameForPristineBonePositions = 64
  166.     End
  167.  
  168.  
  169.     AnimationState = DYING SPLATTED
  170.              Animation = Splattered_On_Ground
  171.                 AnimationName = MUHaradim_SKL.MUHaradim_LNDA
  172.                 AnimationMode = ONCE
  173.             End
  174.             EnteringStateFX = FX_HaradrimHitGround
  175.     End
  176.  
  177.     AnimationState = DYING AFLAME
  178.         Animation = Flaming_Death_1
  179.             AnimationName = MUHaradim_SKL.MUHaradim_DIEA
  180.             AnimationMode = ONCE
  181.         End
  182.         Animation = Flaming_Death_2
  183.             AnimationName = MUHaradim_SKL.MUHaradim_DIEB
  184.             AnimationMode = ONCE
  185.         End
  186.         ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  187.         ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  188.         ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  189.         ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  190.         ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  191.         ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  192.     End
  193.  
  194.     AnimationState = AFLAME
  195.         Animation = Flaming_Death
  196.             AnimationName = MUHaradim_SKL.MUHaradim_FLLA
  197.             AnimationMode = LOOP
  198.         End
  199.         ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  200.         ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  201.         ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  202.         ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  203.         ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  204.         ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  205.     End
  206.  
  207.     AnimationState = DYING
  208.         Animation = Dying_1
  209.             AnimationName = MUHaradim_SKL.MUHaradim_DIEA
  210.             AnimationMode = ONCE
  211.         End
  212.         Animation = Dying_2
  213.             AnimationName = MUHaradim_SKL.MUHaradim_DIEB
  214.             AnimationMode = ONCE
  215.         End
  216.     End
  217.  
  218.     AnimationState = TRANSPORT_MOVING
  219.         ShareAnimation = Yes
  220.         Animation = wobbling_on_transport
  221.             AnimationName = MUHaradim_SKL.MUHaradim_IDLD
  222.             AnimationMode = LOOP
  223.             AnimationBlendTime  = 15
  224.         End
  225.     End
  226.     
  227.  ;   AnimationState = TRANSPORT_STOPPED
  228. ;        Animation = wobbling_on_transport
  229. ;            AnimationName = MUHaradim_SKL.MUHaradim_IDLD
  230. ;            AnimationMode = LOOP
  231. ;        End
  232.  ;   End
  233.     
  234.     
  235.   
  236.     ; --- stunned anims
  237.     AnimationState = STUNNED_FLAILING
  238.              Animation = Flying
  239.                 AnimationName = MUHaradim_SKL.MUHaradim_FLYA
  240.           AnimationMode = LOOP
  241.             End
  242.       Flags = RANDOMSTART
  243.     End
  244.  
  245.     AnimationState = STUNNED
  246.              Animation = Splattered_On_Ground
  247.                 AnimationName = MUHaradim_SKL.MUHaradim_LNDA
  248.                 AnimationMode = ONCE
  249.             End
  250.             EnteringStateFX = FX_HaradrimHitGround
  251.     End
  252.  
  253.     AnimationState = STUNNED_STANDING_UP
  254.              Animation = Standing_Back_Up
  255.                 AnimationName = MUHaradim_SKL.MUHaradim_LNDA
  256.           AnimationMode = ONCE_BACKWARDS
  257.           AnimationSpeedFactorRange = 1.5 1.5
  258.             End
  259.     End
  260.     
  261.     AnimationState = WAR_CHANT
  262.         Animation = Chant
  263.             AnimationName = MUHaradim_SKL.MUHaradim_IDLA ;TNTA if we get it
  264.             AnimationMode = LOOP
  265.         End
  266.     End
  267.     
  268.             
  269.     ;-emotions--
  270.     AnimationState                            = EMOTION_AFRAID
  271.         Animation                            = FERA
  272.             AnimationName                    = MUHaradim_SKL.MUHaradim_FERA
  273.             AnimationMode                    = LOOP
  274.         End
  275.         Flags = RANDOMSTART
  276.     End
  277.     AnimationState                            = EMOTION_TAUNTING
  278.         Animation                            = TNTA
  279.             AnimationName                    = MUHaradim_SKL.MUHaradim_TNTA
  280.             AnimationMode                    = LOOP
  281.         End
  282.     End
  283.     AnimationState                            = EMOTION_POINTING
  284.         Animation                            = Pointing1
  285.             AnimationName                    = MUHaradim_SKL.MUHaradim_PNTA
  286.             AnimationMode                    = LOOP
  287.         End
  288.     End
  289.     AnimationState                            = EMOTION_CELEBRATING
  290.         Animation                           = CHRA
  291.             AnimationName                    = MUHaradim_SKL.MUHaradim_CHRA
  292.             AnimationMode                    = ONCE
  293.         End
  294.     End
  295.   End
  296.  
  297.   ; ***DESIGN parameters ***
  298.   Side = Obsolete
  299.   EditorSorting = UNIT
  300.     ThreatLevel = 1.0
  301.   EmotionRange = 240
  302.  
  303.   TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  304.   WeaponSet
  305.     Conditions = None 
  306.     Weapon = PRIMARY    MordorArcherBowNoFire
  307.     AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  308.   End
  309.   
  310.   WeaponSet
  311.     Conditions = CLOSE_RANGE CONTESTING_BUILDING
  312.     Weapon = PRIMARY   MordorArcherBowMelee  
  313.     AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  314.   End
  315.   
  316.   ArmorSet
  317.     Conditions      = None
  318.     Armor           = NoArmor
  319.     DamageFX        = NormalDamageFX
  320.   End
  321.   VisionRange = 120.0
  322.   DisplayName = OBJECT:MordorCorsair
  323.   CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  324.   CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  325.       CrushRevengeWeapon = RangedInfantryCrushRevenge
  326.  
  327.   CommandPoints = 1
  328.  
  329.  
  330.   ; *** AUDIO Parameters ***;
  331.  
  332.     VoiceAttack            = HaradrimVoiceAttack
  333.     VoiceAttackAir            = HaradrimVoiceAttack
  334.     VoiceAttackCharge        = HaradrimVoiceAttackCharge
  335.     VoiceAttackMachine        = HaradrimVoiceAttack
  336.     VoiceAttackStructure        = HaradrimVoiceAttackBuilding
  337.     VoiceCreated            = CampOrcCreateHaradrim
  338.     VoiceFullyCreated         = CampOrcCreateHaradrim
  339.     VoiceMove            = HaradrimVoiceMove
  340.     VoiceMoveToCamp            = HaradrimVoiceMoveCamp
  341.     VoicePriority            = 34
  342.     VoiceRetreatToCastle        = HaradrimVoiceRetreat
  343.     VoiceSelect            = HaradrimVoiceSelect
  344.     VoiceSelectBattle         = HaradrimVoiceSelectBattle
  345.     VoiceGuard            = HaradrimVoiceMove
  346.  
  347.  
  348.     ;UnitSpecificSounds
  349.         ;VoiceEnter            = HaradrimVoiceGarrison
  350.         ;VoiceEnterHostile        = HaradrimVoiceGarrison
  351.         ;VoiceGarrison            = HaradrimVoiceGarrison            ;TEMP_HaradrimVoiceEnter_TEMP
  352.         ;VoiceEnterUnitMordorMumakil    = HaradrimVoiceGarrisonMumakil        ;TEMP_HaradrimVoiceEnterMumakil_TEMP
  353.     ;End
  354.  
  355.     #include "..\includes\StandardUnitEvaEvents.inc"
  356.  
  357.  
  358.   ; *** ENGINEERING Parameters ***
  359.  
  360.   RadarPriority = UNIT
  361.   KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE THROWN_OBJECT
  362.  
  363.   Body = ActiveBody ModuleTag_02
  364.     MaxHealth         = 10                  ;BALANCE Orc Archer Health
  365.     MaxHealthDamaged  = 5
  366.     ;RecoveryTime      = 5000
  367.   End
  368.  
  369.     Behavior = StancesBehavior ModuleTag_StancesBehavior
  370.         StanceTemplate = FighterHorde
  371.     End
  372.  
  373.  
  374.   Behavior = AIUpdateInterface ModuleTag_03
  375.     AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  376.     CanAttackWhileContained = Yes
  377.     MaxCowerTime    = 5000
  378.     MinCowerTime    = 3000
  379.   End
  380.  
  381.   LocomotorSet
  382.     Locomotor     = HumanLocomotor
  383.     Condition     = SET_NORMAL
  384.     Speed         = NORMAL_EVIL_INFANTRY_MEMBER_SPEED
  385.   End
  386.  
  387.   Behavior = PhysicsBehavior ModuleTag_04
  388.     GravityMult = 1.0
  389.   End
  390.   
  391.       Behavior = AimWeaponBehavior AimWeaponModuleTag
  392.         AimLowThreshold  = -0.15
  393.         AimHighThreshold =  0.15
  394.     End
  395.  
  396.   Behavior = SlowDeathBehavior ModuleTag_05
  397.     DeathTypes = ALL -KNOCKBACK
  398.     SinkDelay = 3000
  399.     SinkRate = 0.40     ; in Dist/Sec
  400.     DestructionDelay = 8000
  401.     Sound = INITIAL HaradrimVoiceDie                ;UrukDie
  402.   End
  403.  
  404.   Behavior = SquishCollide ModuleTag_06
  405.     ;nothing
  406.   End
  407.  
  408.   Behavior = HordeMemberCollide ModuleTag_HMC
  409.     ;nothing
  410.   End
  411.  
  412.   Behavior = FlammableUpdate ModuleTag_03a
  413.     AflameDuration        = 100000    ;If I catch fire, I'll burn for this long...
  414.     AflameDamageAmount    = 1    ; taking this much damage...
  415.     AflameDamageDelay    = 1000   ; this often.
  416.     FlameDamageLimit    = 1
  417.   End
  418.  
  419.   Behavior = SlowDeathBehavior ModuleTag_07
  420.     ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  421.     DeathTypes = NONE +KNOCKBACK
  422.     SinkDelay = 3000
  423.     SinkRate = 0.40     ; in Dist/Sec
  424.     DestructionDelay = 8000
  425.     Sound = INITIAL HaradrimVoiceDie
  426.   End
  427.  
  428.   Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  429.     FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  430.     SecondHeight = 24
  431.     FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  432.     SecondPercentIndent = 70%
  433.     TumbleRandomly = Yes
  434.  
  435.     CrushStyle = Yes ; I don't detonate, I just hit
  436.     DieOnImpact = Yes
  437.     BounceCount = 1   ; When I hit the ground, I'll arc again
  438.     BounceDistance = 40 ; this far
  439.     BounceFirstHeight = 16  ; Height of Bezier control points above highest intervening terrain
  440.     BounceSecondHeight = 16
  441.     BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  442.     BounceSecondPercentIndent = 80%
  443.  
  444.     GroundHitFX       = FX_ThrownRockGroundHit
  445.     GroundBounceFX    = FX_ThrownRockBounceHit
  446.   End
  447.  
  448.   
  449.     Behavior = DualWeaponBehavior ModuleTag_09
  450.         SwitchWeaponOnCloseRangeDistance = 56
  451.     End
  452.  
  453.  
  454.   Geometry = CYLINDER
  455.   GeometryMajorRadius = 8.0
  456.   GeometryMinorRadius = 8.0
  457.   GeometryHeight = 19.2
  458.   GeometryIsSmall = Yes
  459.   Shadow = SHADOW_DECAL
  460.   ShadowSizeX = 11;
  461.   ShadowSizeY = 11;
  462.   ShadowTexture = ShadowI;
  463. End
  464.  
  465.  
  466. ;------------------------------------------------------------------------------
  467. Object MordorUmbarTavernObsolete
  468.  
  469.   ; *** ART Parameters ***
  470.  
  471. ;  Draw                = W3DModelDraw ModuleTag_01
  472. ;    OkToChangeModelColor = Yes
  473. ;
  474. ;    DefaultConditionState
  475. ;      Model           = RBBarracks
  476. ;;     FXEvent = 1  FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
  477. ;;     FXEvent = 30 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
  478. ;;     FXEvent = 50 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
  479. ;    End
  480. ;  End
  481.  
  482.  
  483.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  484.     OkToChangeModelColor  = Yes
  485.     UseStandardModelNames = Yes
  486.     DefaultModelConditionState
  487.       Model = RBBarracks
  488.     End
  489.   End
  490.  
  491.   PlacementViewAngle  = 0
  492.  
  493.   ; ***DESIGN parameters ***
  494.   DisplayName         = OBJECT:MordorTavern
  495.   Side                = Obsolete
  496.   EditorSorting       = STRUCTURE
  497.   ThreatLevel = 1.0
  498.  
  499.   BuildCost           = 0
  500.   BuildTime           = 5.0           ; in seconds
  501.   VisionRange         = 160.0          ; Shroud clearing distance
  502.   ShroudClearingRange = 161
  503.  
  504. ;  ArmorSet
  505. ;    Conditions        = None
  506. ;    Armor             = StructureArmor
  507. ;    DamageFX          = StructureDamageFXNoShake
  508. ;  End
  509.  
  510. ; For Testing Purposes
  511.   CommandSet = MordorTavernCommandSetLevel1
  512.   BuildCost           = 500           ; BALANCE
  513.   BuildTime           = 5.0           ; BALANCE
  514.  
  515.  
  516.   ; *** AUDIO Parameters ***
  517.     #include "..\Includes\StandardBuildingEvaEvents.inc"
  518.  
  519.     SoundOnDamaged        = BuildingLightDamageStone
  520.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  521.  
  522.  
  523. ;  UnitSpecificSounds
  524. ;  UnderConstruction     = UnderConstructionLoop
  525. ;  End
  526.  
  527.  
  528.   ; *** ENGINEERING Parameters ***
  529.  
  530.   RadarPriority       = STRUCTURE
  531.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT MADE_OF_WOOD
  532.  
  533.   Behavior = ProductionUpdate ProductionUpdateModuleTag
  534.     ; nothing, but is required if we have any Object-level Upgrades!
  535.   End
  536.  
  537.   Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  538.     WorkerName          = MordorWorkerNoSelect
  539.   End
  540.  
  541.   Behavior = CastleMemberBehavior ModuleTag_CMB
  542.   End 
  543.  
  544.   Body                = StructureBody ModuleTag_05
  545.     MaxHealth         = 1500.0
  546.   End
  547.  
  548.   Behavior            = DestroyDie ModuleTag_07
  549.     ;nothing
  550.   End
  551.   
  552.   Behavior = QueueProductionExitUpdate ModuleTag_11
  553.     UnitCreatePoint   = X:0.0 Y:-20.0 Z:0.0
  554.     NaturalRallyPoint = X:28.8 Y:-20.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
  555.     ExitDelay = 300 ; Mainly for the multiple produced. Make them come out one at a time.
  556.   End  
  557.  
  558. ;  Behavior           = CreateObjectDie ModuleTag_08
  559. ;    CreationList     = OCL_SmallStructureDebris
  560. ;  End
  561.  
  562. ;  Behavior = ProductionUpdate ModuleTag_10
  563. ;    ; nothing, but is required if we have any Object-level Upgrades!
  564. ;  End
  565.  
  566. ;  Behavior = FlammableUpdate ModuleTag_14
  567. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  568. ;    AflameDamageAmount = 5       ; taking this much damage...
  569. ;    AflameDamageDelay = 500       ; this often.
  570. ;  End
  571.  
  572. ;  Behavior = TransitionDamageFX ModuleTag_15
  573. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  574. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  575. ;    ;---------------------------------------------------------------------------------------
  576. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  577. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  578. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  579. ;  End
  580.  
  581. ;  Behavior             = FXListDie ModuleTag_16
  582. ;    DeathFX       = FX_BuildingDie
  583. ;  End
  584.  
  585.   Geometry              = BOX
  586.   GeometryMajorRadius   = 35.6
  587.   GeometryMinorRadius   = 37.6
  588.   GeometryHeight        = 37.8
  589.   GeometryIsSmall       = No
  590.   Shadow                = SHADOW_VOLUME
  591.   BuildCompletion     = PLACED_BY_PLAYER
  592. End
  593.  
  594.  
  595.