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data_ini_objectcreationlist.ini
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2006-01-31
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;//////////////////////////////////////////////////////////////////////////////
;FILE: ObjectCreationList.ini (SYSTEM) ////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_CritterRabbit
CreateObject
ObjectNames = Chicken
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen01_Chunk1
CreateObject
ObjectNames = BuildingGen01BitA
Offset = X:7.3272 Y:3.872 Z:45.7192
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MinWallA_Front
CreateObject
ObjectNames = GBMinwallA_D2a
Offset = X:35.874 Y:000.763 Z:37.905
Count = 1
Disposition = BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
ObjectCreationList OCL_MinWallA_Back
CreateObject
ObjectNames = GBMinwallA_D2b
Offset = X:11.924 Y:-59.744 Z:27.511
Count = 1
Disposition = BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
ObjectCreationList OCL_MinWallA_Left
CreateObject
ObjectNames = GBMinwallA_D2c
Offset = X:21.100 Y:035.070 Z:30.565
Count = 1
Disposition = BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
ObjectCreationList OCL_MinWallA_Right
CreateObject
ObjectNames = GBMinwallA_D2d
Offset = X:08.582 Y:062.559 Z:27.502
Count = 1
Disposition = BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
ObjectCreationList OCL_MinWallA_BOOKEND_Left
CreateObject
ObjectNames = MinasWallA_BOOKEND
Offset = X:-23.04 Y:111.224 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
End
ObjectCreationList OCL_MinWallA_BOOKEND_Right
CreateObject
ObjectNames = MinasWallA_BOOKEND
Offset = X:-23.04 Y:-111.224 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen01_Chunk2
CreateObject
ObjectNames = BuildingGen01BitB
Offset = X:7.2456 Y:-33.0424 Z:45.7192
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen01_Chunk3
CreateObject
ObjectNames = BuildingGen01BitC
Offset =X:-2.3488 Y:-14.5848 Z:62.0760
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen01_Chunk4
CreateObject
ObjectNames = BuildingGen01BitD
Offset = X:-3.6248 Y:31.8864 Z:36.4424
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen02_Chunk1
CreateObject
ObjectNames = BuildingGen02BitA
Offset = X:-0.2432 Y:5.112 Z:57.2552
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen02_Chunk2
CreateObject
ObjectNames = BuildingGen02BitB
Offset = X:6.6816 Y:0.1696 Z:42.32
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen02_Chunk3
CreateObject
ObjectNames = BuildingGen02BitC
Offset = X:8.6336 Y:-7.2648 Z:37.5816
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen02_Chunk4
CreateObject
ObjectNames = BuildingGen02BitD
Offset = X:-8.9976 Y:-7.2648 Z:39.064
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen03_Chunk1
CreateObject
ObjectNames = BuildingGen03BitA
Offset = X:0.0 Y:0.0 Z:78.2792
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen03_Chunk2
CreateObject
ObjectNames = BuildingGen03BitB
Offset = X:-9.9416 Y:12.0104 Z:37.8896
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen03_Chunk3
CreateObject
ObjectNames = BuildingGen03BitC
Offset = X:0.0 Y:-6.1376 Z:45.1616
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen03_Chunk4
CreateObject
ObjectNames = BuildingGen03BitD
Offset = X:11.0584 Y:17.3008 Z:23.4416
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen04_Chunk1
CreateObject
ObjectNames = BuildingGen04BitA
Offset = X:-2.5728 Y:2.6752 Z:60.9088
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen04_Chunk2
CreateObject
ObjectNames = BuildingGen04BitB
Offset = X:2.7944 Y:-2.6760 Z:40.4648
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen04_Chunk3
CreateObject
ObjectNames = BuildingGen04BitC
Offset = X:-3.752 Y:-3.8520 Z:52.1888
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen04_Chunk4
CreateObject
ObjectNames = BuildingGen04BitD
Offset = X:0.06384 Y:7.7696 Z:40.4648
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen05_Chunk1
CreateObject
ObjectNames = BuildingGen05BitA
Offset = X:-1.0576 Y:-29.496 Z:53.096
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen05_Chunk2
CreateObject
ObjectNames = BuildingGen05BitB
Offset = X:-0.0224 Y:0.0 Z:17.8600
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen05_Chunk3
CreateObject
ObjectNames = BuildingGen05BitC
Offset = X:3.3312 Y:29.688 Z:50.3000
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen05_Chunk4
CreateObject
ObjectNames = BuildingGen05BitD
Offset = X:-3.0672 Y:21.5656 Z:53.096
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen06_Chunk1
CreateObject
ObjectNames = BuildingGen06BitA
Offset = X:4.0488 Y:0.0 Z:36.6776
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen06_Chunk2
CreateObject
ObjectNames = BuildingGen06BitB
Offset = X:-3.1768 Y:-3.0984 Z:24.5536
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen06_Chunk3
CreateObject
ObjectNames = BuildingGen06BitC
Offset = X:-3.6208 Y:3.1864 Z:36.6776
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen06_Chunk4
CreateObject
ObjectNames = BuildingGen06BitD
Offset = X:3.3792 Y:-5.9152 Z:36.6776
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen07_Chunk1
CreateObject
ObjectNames = BuildingGen07BitA
Offset = X:1.096 Y:13.2352 Z:49.2048
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen07_Chunk2
CreateObject
ObjectNames = BuildingGen07BitB
Offset = X:2.2976 Y:12.4064 Z:46.80
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen07_Chunk3
CreateObject
ObjectNames = BuildingGen07BitC
Offset = X:3.4992 Y:-7.128 Z:47.7944
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen07_Chunk4
CreateObject
ObjectNames = BuildingGen07BitD
Offset =X:-2.8976 Y:-12.4600 Z:48.40
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen08_Chunk1
CreateObject
ObjectNames = BuildingGen08BitA
Offset = X:-4.0 Y:-13.6 Z:48.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen08_Chunk2
CreateObject
ObjectNames = BuildingGen08BitB
Offset = X:-4.0 Y:-4.0 Z:48.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen08_Chunk3
CreateObject
ObjectNames = BuildingGen08BitC
Offset = X:-8.0 Y:-19.2 Z:24.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen08_Chunk4
CreateObject
ObjectNames = BuildingGen08BitD
Offset = X:0.0 Y:17.6 Z:9.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen09_Chunk1
CreateObject
ObjectNames = BuildingGen09BitA
Offset = X:0.0296 Y:0.0 Z:54.5328
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen09_Chunk2
CreateObject
ObjectNames = BuildingGen09BitB
Offset = X:7.2504 Y:13.0088 Z:21.3320
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen09_Chunk3
CreateObject
ObjectNames = BuildingGen09BitC
Offset = X:2.9896 Y:-15.5824 Z:36.8824
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen09_Chunk4
CreateObject
ObjectNames = BuildingGen09BitD
Offset = X:-7.2464 Y:13.0072 Z:25.8520
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen11_Chunk1
CreateObject
ObjectNames = BuildingGen11BitA
Offset = X:1.0504 Y:-0.048 Z:86.8528
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen11_Chunk2
CreateObject
ObjectNames = BuildingGen11BitB
Offset = X:1.224 Y:-7.1824 Z:66.7992
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen11_Chunk3
CreateObject
ObjectNames = BuildingGen11BitC
Offset = X:0.0 Y:10.9488 Z:21.7720
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen11_Chunk4
CreateObject
ObjectNames = BuildingGen11BitD
Offset = X:-10.7008 Y:-8.4944 Z:45.2744
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen12_Chunk1
CreateObject
ObjectNames = BuildingGen12BitA
Offset = X:-1.696 Y:-7.4016 Z:55.3968
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen12_Chunk2
CreateObject
ObjectNames = BuildingGen12BitB
Offset = X:-1.696 Y:7.4016 Z:57.9960
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen12_Chunk3
CreateObject
ObjectNames = BuildingGen12BitC
Offset = X:-8.2856 Y:9.2328 Z:16.0424
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen12_Chunk4
CreateObject
ObjectNames = BuildingGen12BitD
Offset = X:2.3944 Y:-10.544 Z:16.0424
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen13_Chunk1
CreateObject
ObjectNames = BuildingGen13BitA
Offset = X:-3.416 Y:0.0 Z:77.1864
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen13_Chunk2
CreateObject
ObjectNames = BuildingGen13BitB
Offset = X:-0.584 Y:-37.2696 Z:24.9944
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen13_Chunk3
CreateObject
ObjectNames = BuildingGen13BitC
Offset = X:6.5480 Y:0.0 Z:30.3144
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen13_Chunk4
CreateObject
ObjectNames = BuildingGen13BitD
Offset =X:-0.5848 Y:40.8832 Z:25.9368
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen14_Chunk1
CreateObject
ObjectNames = BuildingGen14BitA
Offset = X:0.0 Y:-28.0 Z:48.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen14_Chunk2
CreateObject
ObjectNames = BuildingGen14BitB
Offset = X:7.2 Y:-20.0 Z:24.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen14_Chunk3
CreateObject
ObjectNames = BuildingGen14BitC
Offset = X:4.0 Y:16.8 Z:22.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen14_Chunk4
CreateObject
ObjectNames = BuildingGen14BitD
Offset = X:-4.0 Y:16.8 Z:22.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen15_Chunk1
CreateObject
ObjectNames = BuildingGen05BitA
Offset = X:-4.0 Y:-24.0 Z:40.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen15_Chunk2
CreateObject
ObjectNames = BuildingGen05BitB
Offset = X:-4.0 Y:24.0 Z:55.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen15_Chunk3
CreateObject
ObjectNames = BuildingGen05BitC
Offset = X:-4.0 Y:0.0 Z:37.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen15_Chunk4
CreateObject
ObjectNames = BuildingGen05BitD
Offset = X:8.8 Y:-8.0 Z:12.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen16_Chunk1
CreateObject
ObjectNames = BuildingGen16BitA
Offset = X:-13.7880 Y:-23.5000 Z:31.5296
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen16_Chunk2
CreateObject
ObjectNames = BuildingGen16BitB
Offset = X:0.4672 Y:22.4448 Z:31.5296
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen16_Chunk3
CreateObject
ObjectNames = BuildingGen16BitC
Offset = X:8.6824 Y:3.2096 Z:31.4680
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen16_Chunk4
CreateObject
ObjectNames = BuildingGen16BitD
Offset = X:3.016 Y:-15.416 Z:37.5008
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen17_Chunk1
CreateObject
ObjectNames = BuildingGen17BitA
Offset = X:0.0 Y:-2.2776 Z:15.7616
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen17_Chunk2
CreateObject
ObjectNames = BuildingGen17BitB
Offset = X:-0.3496 Y:24.9232 Z:39.5168
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen17_Chunk3
CreateObject
ObjectNames = BuildingGen17BitC
Offset = X:0.0 Y:-26.0592 Z:68.2976
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen17_Chunk4
CreateObject
ObjectNames = BuildingGen17BitD
Offset = X:1.3000 Y:-29.3064 Z:27.592
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen18_Chunk1
CreateObject
ObjectNames = BuildingGen18BitA
Offset = X:-8.744 Y:9.3232 Z:32.3024
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen18_Chunk2
CreateObject
ObjectNames = BuildingGen18BitB
Offset = X:8.744 Y:9.3232 Z:32.3024
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen18_Chunk3
CreateObject
ObjectNames = BuildingGen18BitC
Offset = X:0.0 Y:-4.3072 Z:62.6824
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen18_Chunk4
CreateObject
ObjectNames = BuildingGen18BitD
Offset = X:-10.0936 Y:-9.3232 Z:27.0056
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen19_Chunk1
CreateObject
ObjectNames = BuildingGen05BitA
Offset = X:9.1568 Y:-14.5512 Z:47.5888
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen19_Chunk2
CreateObject
ObjectNames = BuildingGen05BitB
Offset = X:-4.7640 Y:-10.6816 Z:25.8784
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen19_Chunk3
CreateObject
ObjectNames = BuildingGen05BitC
Offset = X:-9.1256 Y:14.5512 Z:39.7152
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen19_Chunk4
CreateObject
ObjectNames = BuildingGen05BitD
Offset = X:6.1488 Y:2.3696 Z:44.4200
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen20_Chunk1
CreateObject
ObjectNames = BuildingGen20BitA
Offset = X:-0.9408 Y:-13.216 Z:42.224
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen20_Chunk2
CreateObject
ObjectNames = BuildingGen20BitB
Offset = X:10.2512 Y:13.216 Z:33.7888
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen20_Chunk3
CreateObject
ObjectNames = BuildingGen20BitC
Offset = X:11.856 Y:-13.216 Z:24.2864
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen20_Chunk4
CreateObject
ObjectNames = BuildingGen20BitD
Offset = X:0.664 Y:22.9112 Z:13.928
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen21_Chunk1
CreateObject
ObjectNames = BuildingGen21BitA
Offset = X:0.0 Y:4.8 Z:48.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen21_Chunk2
CreateObject
ObjectNames = BuildingGen21BitB
Offset = X:0.0 Y:-26.4 Z:37.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen21_Chunk3
CreateObject
ObjectNames = BuildingGen21BitC
Offset = X:0.0 Y:26.4 Z:35.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen21_Chunk4
CreateObject
ObjectNames = BuildingGen21BitD
Offset = X:2.4 Y:-8.0 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen22_Chunk1
CreateObject
ObjectNames = BuildingGen22BitA
Offset = X:1.6 Y:-8.0 Z:34.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen22_Chunk2
CreateObject
ObjectNames = BuildingGen22BitB
Offset = X:0.0 Y:9.6 Z:37.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen22_Chunk3
CreateObject
ObjectNames = BuildingGen22BitC
Offset = X:0.0 Y:23.2 Z:16.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen22_Chunk4
CreateObject
ObjectNames = BuildingGen22BitD
Offset = X:0.0 Y:-23.2 Z:13.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen23_Chunk1
CreateObject
ObjectNames = BuildingGen23BitA
Offset = X:7.4824 Y:-11.8672 Z:40.7656
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen23_Chunk2
CreateObject
ObjectNames = BuildingGen23BitB
Offset = X:-7.7296 Y:-11.9640 Z:40.7664
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen23_Chunk3
CreateObject
ObjectNames = BuildingGen23BitC
Offset = X:5.2368 Y:7.4664 Z:41.824
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen23_Chunk4
CreateObject
ObjectNames = BuildingGen23BitD
Offset = X:-7.7296 Y:11.3016 Z:40.7664
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen24_Chunk1
CreateObject
ObjectNames = BuildingGen24BitA
Offset = X:2.3912 Y:-0.8936 Z:65.7688
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen24_Chunk2
CreateObject
ObjectNames = BuildingGen24BitB
Offset = X:3.3872 Y:-27.3400 Z:30.360
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen24_Chunk3
CreateObject
ObjectNames = BuildingGen24BitC
Offset = X:-0.7584 Y:27.3392 Z:30.360
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen24_Chunk4
CreateObject
ObjectNames = BuildingGen24BitD
Offset = X:-1.944 Y:4.4528 Z:38.6416
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen25_Chunk1
CreateObject
ObjectNames = BuildingGen25BitA
Offset = X:8.0 Y:-15.2 Z:48.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen25_Chunk2
CreateObject
ObjectNames = BuildingGen25BitB
Offset = X:9.6 Y:12.0 Z:48.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen25_Chunk3
CreateObject
ObjectNames = BuildingGen25BitC
Offset = X:0.8 Y:-35.2 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen25_Chunk4
CreateObject
ObjectNames = BuildingGen25BitD
Offset = X:0.8 Y:30.4 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen26_Chunk1
CreateObject
ObjectNames = BuildingGen26BitA
Offset = X:0.8 Y:-1.6 Z:55.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen26_Chunk2
CreateObject
ObjectNames = BuildingGen26BitB
Offset = X:0.8 Y:8.8 Z:37.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen26_Chunk3
CreateObject
ObjectNames = BuildingGen26BitC
Offset = X:0.8 Y:-19.2 Z:28.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen26_Chunk4
CreateObject
ObjectNames = BuildingGen26BitD
Offset = X:0.8 Y:31.2 Z:20.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen27_Chunk1
CreateObject
ObjectNames = BuildingGen27BitA
Offset = X:5.6 Y:-9.6 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen27_Chunk2
CreateObject
ObjectNames = BuildingGen27BitB
Offset = X:-3.2 Y:16.8 Z:44.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen27_Chunk3
CreateObject
ObjectNames = BuildingGen27BitC
Offset = X:-3.2 Y:23.2 Z:16.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen27_Chunk4
CreateObject
ObjectNames = BuildingGen27BitD
Offset = X:7.2 Y:0.0 Z:17.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen28_Chunk1
CreateObject
ObjectNames = BuildingGen28BitA
Offset = X:0.1096 Y:7.7928 Z:54.9176
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen28_Chunk2
CreateObject
ObjectNames = BuildingGen28BitB
Offset = X:5.3056 Y:-9.2112 Z:43.7400
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen28_Chunk3
CreateObject
ObjectNames = BuildingGen28BitC
Offset = X:-0.2184 Y:-2.536 Z:67.3584
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen28_Chunk4
CreateObject
ObjectNames = BuildingGen28BitD
Offset = X:-7.9192 Y:-9.2112 Z:50.72112
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen29_Chunk1
CreateObject
ObjectNames = BuildingGen29BitA
Offset = X:-3.4184 Y:-1.5032 Z:73.8256
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen29_Chunk2
CreateObject
ObjectNames = BuildingGen29BitB
Offset = X:7.8352 Y:4.9992 Z:69.608
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen29_Chunk3
CreateObject
ObjectNames = BuildingGen29BitC
Offset = X:1.9144 Y:15.9472 Z:41.5088
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen29_Chunk4
CreateObject
ObjectNames = BuildingGen29BitD
Offset = X:0.3024 Y:-17.3720 Z:38.9992
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen30_Chunk1
CreateObject
ObjectNames = BuildingGen05BitA
Offset = X:0.0 Y:-49.128 Z:46.0064
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen30_Chunk2
CreateObject
ObjectNames = BuildingGen05BitB
Offset = X:0.0 Y:-24.344 Z:31.7912
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen30_Chunk3
CreateObject
ObjectNames = BuildingGen05BitC
Offset = X:-2.464 Y:3.4176 Z:46.0064
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen30_Chunk4
CreateObject
ObjectNames = BuildingGen05BitD
Offset = X:0.0 Y:25.7376 Z:46.0064
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen31_Chunk1
CreateObject
ObjectNames = BuildingGen31BitA
Offset = X:6.80 Y:3.744 Z:31.464
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen31_Chunk2
CreateObject
ObjectNames = BuildingGen31BitB
Offset = X:-0.552 Y:3.384 Z:65.12
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen31_Chunk3
CreateObject
ObjectNames = BuildingGen31BitC
Offset = X:-5.296 Y:-5.976 Z:31.416
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen31_Chunk4
CreateObject
ObjectNames = BuildingGen31BitD
Offset = X:4.944 Y:-5.368 Z:63.656
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen32_Chunk1
CreateObject
ObjectNames = BuildingGen32BitA
Offset = X:3.84 Y:21.296 Z:27.84
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen32_Chunk2
CreateObject
ObjectNames = BuildingGen32BitB
Offset = X:0.0 Y:23.176 Z:67.112
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen32_Chunk3
CreateObject
ObjectNames = BuildingGen32BitC
Offset = X:1.776 Y:-10.888 Z:41.04
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen32_Chunk4
CreateObject
ObjectNames = BuildingGen32BitD
Offset = X:0.0 Y:-21.296 Z:73.424
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen33_Chunk1
CreateObject
ObjectNames = BuildingGen33BitA
Offset = X:6.4 Y:-8.0 Z:48.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen33_Chunk2
CreateObject
ObjectNames = BuildingGen33BitB
Offset = X:-2.4 Y:2.4 Z:63.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen33_Chunk3
CreateObject
ObjectNames = BuildingGen33BitC
Offset = X:-4.0 Y:17.6 Z:24.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen33_Chunk4
CreateObject
ObjectNames = BuildingGen33BitD
Offset = X:-9.6 Y:-8.0 Z:20.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen34_Chunk1
CreateObject
ObjectNames = BuildingGen34BitA
Offset = X:-1.6 Y:-6.4 Z:40.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen34_Chunk2
CreateObject
ObjectNames = BuildingGen34BitB
Offset = X:-0.8 Y:4.8 Z:40.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen34_Chunk3
CreateObject
ObjectNames = BuildingGen34BitC
Offset = X:5.6 Y:6.4 Z:16.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen34_Chunk4
CreateObject
ObjectNames = BuildingGen34BitD
Offset = X:4.8 Y:-8.0 Z:19.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen35_Chunk1
CreateObject
ObjectNames = BuildingGen35BitA
Offset = X:-1.6 Y:-6.4 Z:40.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen35_Chunk2
CreateObject
ObjectNames = BuildingGen35BitB
Offset = X:-0.8 Y:4.8 Z:40.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen35_Chunk3
CreateObject
ObjectNames = BuildingGen35BitC
Offset = X:5.6 Y:6.4 Z:16.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen35_Chunk4
CreateObject
ObjectNames = BuildingGen35BitD
Offset = X:-4.8 Y:-8.0 Z:19.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen36_Chunk1
CreateObject
ObjectNames = BuildingGen36BitA
Offset = X:-4.0 Y:-16.8 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen36_Chunk2
CreateObject
ObjectNames = BuildingGen36BitB
Offset = X:8.8 Y:0.0 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen36_Chunk3
CreateObject
ObjectNames = BuildingGen36BitC
Offset = X:-2.4 Y:1.6 Z:38.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen36_Chunk4
CreateObject
ObjectNames = BuildingGen36BitD
Offset = X:-4.0 Y:16.8 Z:20.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen37_Chunk1
CreateObject
ObjectNames = BuildingGen37BitA
Offset = X:1.6 Y:21.6 Z:12.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen37_Chunk2
CreateObject
ObjectNames = BuildingGen37BitB
Offset = X:0.0 Y:0.0 Z:40.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen37_Chunk3
CreateObject
ObjectNames = BuildingGen37BitC
Offset = X:0.0 Y:-16.8 Z:17.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen37_Chunk4
CreateObject
ObjectNames = BuildingGen37BitD
Offset = X:-7.2 Y:3.2 Z:12.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen38_Chunk1
CreateObject
ObjectNames = BuildingGen38BitA
Offset = X:7.448 Y:-6.16 Z:21.568
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen38_Chunk2
CreateObject
ObjectNames = BuildingGen38BitB
Offset = X:-4.648 Y:25.936 Z:30.872
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen38_Chunk3
CreateObject
ObjectNames = BuildingGen38BitC
Offset = X:-8.704 Y:-5.248 Z:28.344
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen38_Chunk4
CreateObject
ObjectNames = BuildingGen38BitD
Offset = X:2.208 Y:-25.736 Z:38.96
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen39_Chunk1
CreateObject
ObjectNames = BuildingGen39BitA
Offset = X:4.0 Y:7.2 Z:36.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen39_Chunk2
CreateObject
ObjectNames = BuildingGen39BitB
Offset = X:-8.0 Y:9.6 Z:49.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen39_Chunk3
CreateObject
ObjectNames = BuildingGen39BitC
Offset = X:8.0 Y:-11.2 Z:31.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen39_Chunk4
CreateObject
ObjectNames = BuildingGen39BitD
Offset = X:0.0 Y:-3.2 Z:43.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen40_Chunk1
CreateObject
ObjectNames = BuildingGen40BitA
Offset = X:3.584 Y:0.0 Z:79.672
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen40_Chunk2
CreateObject
ObjectNames = BuildingGen40BitB
Offset = X:3.480 Y:-15.728 Z:22.992
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen40_Chunk3
CreateObject
ObjectNames = BuildingGen40BitC
Offset = X:3.480 Y:-2.296 Z:46.816
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen40_Chunk4
CreateObject
ObjectNames = BuildingGen40BitD
Offset = X:-4.40 Y:11.352 Z:25.536
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen41_Chunk1
CreateObject
ObjectNames = BuildingGen41BitA
Offset = X:0.0 Y:0.0 Z:64.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen41_Chunk2
CreateObject
ObjectNames = BuildingGen41BitB
Offset = X:-1.6 Y:-7.2 Z:41.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen41_Chunk3
CreateObject
ObjectNames = BuildingGen41BitC
Offset = X:-0.8 Y:7.2 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen41_Chunk4
CreateObject
ObjectNames = BuildingGen41BitD
Offset = X:0.0 Y:-4.8 Z:12.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen42_Chunk1
CreateObject
ObjectNames = BuildingGen42BitA
Offset = X:-1.6 Y:29.6 Z:24.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen42_Chunk2
CreateObject
ObjectNames = BuildingGen42BitB
Offset = X:10.4 Y:12.8 Z:23.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen42_Chunk3
CreateObject
ObjectNames = BuildingGen42BitC
Offset = X:1.6 Y:-2.4 Z:50.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen42_Chunk4
CreateObject
ObjectNames = BuildingGen42BitD
Offset = X:1.6 Y:-20.8 Z:38.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen43_Chunk1
CreateObject
ObjectNames = BuildingGen43BitA
Offset = X:-0.488 Y:-0.488 Z:64.296
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen43_Chunk2
CreateObject
ObjectNames = BuildingGen43BitB
Offset = X:5.728 Y:8.272 Z:26.104
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen43_Chunk3
CreateObject
ObjectNames = BuildingGen43BitC
Offset = X:-6.568 Y:-7.184 Z:24.536
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen43_Chunk4
CreateObject
ObjectNames = BuildingGen43BitD
Offset = X:-3.624 Y:4.984 Z:50.752
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen44_Chunk1
CreateObject
ObjectNames = BuildingGen44BitA
Offset = X:0.0 Y:-20.0 Z:22.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen44_Chunk2
CreateObject
ObjectNames = BuildingGen44BitB
Offset = X:-2.4 Y:3.2 Z:40.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen44_Chunk3
CreateObject
ObjectNames = BuildingGen44BitC
Offset = X:6.4 Y:13.6 Z:22.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen44_Chunk4
CreateObject
ObjectNames = BuildingGen44BitD
Offset = X:0.0 Y:24.8 Z:36.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen45_Chunk1
CreateObject
ObjectNames = BuildingGen45BitA
Offset = X:0.0 Y:20.0 Z:32.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen45_Chunk2
CreateObject
ObjectNames = BuildingGen45BitB
Offset = X:9.6 Y:0.0 Z:68.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen45_Chunk3
CreateObject
ObjectNames = BuildingGen45BitC
Offset = X:4.0 Y:20.8 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen45_Chunk4
CreateObject
ObjectNames = BuildingGen45BitD
Offset = X:-12.0 Y:-8.0 Z:21.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen46_Chunk1
CreateObject
ObjectNames = BuildingGen05BitA
Offset = X:-1.6 Y:0.0 Z:76.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen46_Chunk2
CreateObject
ObjectNames = BuildingGen05BitB
Offset = X:1.6 Y:-5.6 Z:49.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen46_Chunk3
CreateObject
ObjectNames = BuildingGen05BitC
Offset = X:-1.6 Y:11.2 Z:24.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen46_Chunk4
CreateObject
ObjectNames = BuildingGen05BitD
Offset = X:-12.0 Y:-8.8 Z:32.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen47_Chunk1
CreateObject
ObjectNames = BuildingGen47BitA
Offset = X:-4.72 Y:0.0 Z:72.504
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen47_Chunk2
CreateObject
ObjectNames = BuildingGen47BitB
Offset = X:-1.664 Y:-28.712 Z:17.480
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen47_Chunk3
CreateObject
ObjectNames = BuildingGen47BitC
Offset = X:-6.4 Y:28.352 Z:19.832
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen47_Chunk4
CreateObject
ObjectNames = BuildingGen47BitD
Offset = X:14.600 Y:9.960 Z:23.848
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen48_Chunk1
CreateObject
ObjectNames = BuildingGen48BitA
Offset = X:3.792 Y:8.048 Z:26.704
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen48_Chunk2
CreateObject
ObjectNames = BuildingGen48BitB
Offset = X:-4.584 Y:15.168 Z:21.272
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen48_Chunk3
CreateObject
ObjectNames = BuildingGen48BitC
Offset = X:-1.792 Y:-6.952 Z:55.712
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen48_Chunk4
CreateObject
ObjectNames = BuildingGen48BitD
Offset = X:3.416 Y:-22.336 Z:22.104
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen49_Chunk1
CreateObject
ObjectNames = BuildingGen49BitA
Offset = X:0.0 Y:0.0 Z:53.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen49_Chunk2
CreateObject
ObjectNames = BuildingGen49BitB
Offset = X:-4.8 Y:14.4 Z:19.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen49_Chunk3
CreateObject
ObjectNames = BuildingGen49BitC
Offset = X:7.2 Y:-15.2 Z:19.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen49_Chunk4
CreateObject
ObjectNames = BuildingGen49BitD
Offset = X:-4.8 Y:-15.2 Z:27.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen50_Chunk1
CreateObject
ObjectNames = BuildingGen50BitA
Offset = X:2.4 Y:0.0 Z:62.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen50_Chunk2
CreateObject
ObjectNames = BuildingGen50BitB
Offset = X:-3.2 Y:25.6 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen50_Chunk3
CreateObject
ObjectNames = BuildingGen50BitC
Offset = X:-3.2 Y:-22.4 Z:31.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen50_Chunk4
CreateObject
ObjectNames = BuildingGen50BitD
Offset = X:10.4 Y:4.8 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen51_Chunk1
CreateObject
ObjectNames = BuildingGen51BitA
Offset = X:0.0 Y:0.0 Z:62.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen51_Chunk2
CreateObject
ObjectNames = BuildingGen51BitB
Offset = X:9.6 Y:-20.0 Z:28.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen51_Chunk3
CreateObject
ObjectNames = BuildingGen51BitC
Offset = X:9.6 Y:20.0 Z:40.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen51_Chunk4
CreateObject
ObjectNames = BuildingGen51BitD
Offset = X:-9.6 Y:20.0 Z:28.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen52_Chunk1
CreateObject
ObjectNames = BuildingGen52BitA
Offset = X:0.0 Y:0.0 Z:28.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen52_Chunk2
CreateObject
ObjectNames = BuildingGen52BitB
Offset = X:0.0 Y:32.0 Z:44.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen52_Chunk3
CreateObject
ObjectNames = BuildingGen52BitC
Offset = X:8.0 Y:-37.6 Z:34.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen52_Chunk4
CreateObject
ObjectNames = BuildingGen52BitD
Offset = X:-3.2 Y:-17.6 Z:44.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen53_Chunk1
CreateObject
ObjectNames = BuildingGen53BitA
Offset = X:-1.6 Y:-5.6 Z:60.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen53_Chunk2
CreateObject
ObjectNames = BuildingGen53BitB
Offset = X:-1.6 Y:19.2 Z:43.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen53_Chunk3
CreateObject
ObjectNames = BuildingGen53BitC
Offset = X:-1.6 Y:-19.2 Z:31.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen53_Chunk4
CreateObject
ObjectNames = BuildingGen53BitD
Offset = X:8.0 Y:5.6 Z:28.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen54_Chunk1
CreateObject
ObjectNames = BuildingGen54BitA
Offset = X:8.8 Y:-2.4 Z:37.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen54_Chunk2
CreateObject
ObjectNames = BuildingGen54BitB
Offset = X:-11.2 Y:-28.0 Z:21.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen54_Chunk3
CreateObject
ObjectNames = BuildingGen54BitC
Offset = X:-11.2 Y:28.0 Z:75.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen54_Chunk4
CreateObject
ObjectNames = BuildingGen54BitD
Offset = X:-11.2 Y:0.0 Z:16.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen55_Chunk1
CreateObject
ObjectNames = BuildingGen55BitA
Offset = X:7.2 Y:-24.0 Z:43.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen55_Chunk2
CreateObject
ObjectNames = BuildingGen55BitB
Offset = X:-12.0 Y:-15.2 Z:58.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen55_Chunk3
CreateObject
ObjectNames = BuildingGen55BitC
Offset = X:9.6 Y:19.2 Z:43.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen55_Chunk4
CreateObject
ObjectNames = BuildingGen55BitD
Offset = X:-12.0 Y:21.6 Z:43.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen56_Chunk1
CreateObject
ObjectNames = BuildingGen56BitA
Offset = X:-4.8 Y:0.0 Z:52.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen56_Chunk2
CreateObject
ObjectNames = BuildingGen56BitB
Offset = X:-10.4 Y:-10.4 Z:22.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen56_Chunk3
CreateObject
ObjectNames = BuildingGen56BitC
Offset = X:-2.4 Y:19.2 Z:32.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen56_Chunk4
CreateObject
ObjectNames = BuildingGen56BitD
Offset = X:1.6 Y:-19.2 Z:37.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen57_Chunk1
CreateObject
ObjectNames = BuildingGen57BitA
Offset = X:-0.8 Y:0.0 Z:59.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen57_Chunk2
CreateObject
ObjectNames = BuildingGen57BitB
Offset = X:4.8 Y:5.6 Z:34.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen57_Chunk3
CreateObject
ObjectNames = BuildingGen57BitC
Offset = X:0.0 Y:28.8 Z:32.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen57_Chunk4
CreateObject
ObjectNames = BuildingGen57BitD
Offset = X:-2.4 Y:-25.6 Z:32.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen58_Chunk1
CreateObject
ObjectNames = BuildingGen58BitA
Offset = X:7.2 Y:-3.2 Z:57.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen58_Chunk2
CreateObject
ObjectNames = BuildingGen58BitB
Offset = X:-11.2 Y:-22.4 Z:36.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen58_Chunk3
CreateObject
ObjectNames = BuildingGen58BitC
Offset = X:-11.2 Y:22.4 Z:36.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen58_Chunk4
CreateObject
ObjectNames = BuildingGen58BitD
Offset = X:7.2 Y:28.8 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen59_Chunk1
CreateObject
ObjectNames = BuildingGen59BitA
Offset = X:5.6 Y:-7.2 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen59_Chunk2
CreateObject
ObjectNames = BuildingGen59BitB
Offset = X:-5.6 Y:5.6 Z:45.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen59_Chunk3
CreateObject
ObjectNames = BuildingGen59BitC
Offset = X:-5.6 Y:35.2 Z:20.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen59_Chunk4
CreateObject
ObjectNames = BuildingGen59BitD
Offset = X:0.0 Y:-35.2 Z:20.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen60_Chunk1
CreateObject
ObjectNames = BuildingGen05BitA
Offset = X:-2.4 Y:-4.0 Z:43.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen60_Chunk2
CreateObject
ObjectNames = BuildingGen05BitB
Offset = X:6.4 Y:4.8 Z:28.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen60_Chunk3
CreateObject
ObjectNames = BuildingGen05BitC
Offset = X:-2.4 Y:26.4 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen60_Chunk4
CreateObject
ObjectNames = BuildingGen05BitD
Offset = X:-2.4 Y:-24.0 Z:17.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen61_Chunk1
CreateObject
ObjectNames = BuildingGen05BitA
Offset = X:0.0 Y:-0.8 Z:46.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen61_Chunk2
CreateObject
ObjectNames = BuildingGen05BitB
Offset = X:2.4 Y:0.0 Z:46.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen61_Chunk3
CreateObject
ObjectNames = BuildingGen05BitC
Offset = X:1.6 Y:-20.0 Z:20.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen61_Chunk4
CreateObject
ObjectNames = BuildingGen05BitD
Offset = X:1.6 Y:20.0 Z:21.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen62_Chunk1
CreateObject
ObjectNames = BuildingGen62BitA
Offset = X:-1.6 Y:-28.0 Z:37.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen62_Chunk2
CreateObject
ObjectNames = BuildingGen62BitB
Offset = X:-1.6 Y:-9.6 Z:30.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen62_Chunk3
CreateObject
ObjectNames = BuildingGen62BitC
Offset = X:3.2 Y:30.4 Z:18.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen62_Chunk4
CreateObject
ObjectNames = BuildingGen62BitD
Offset = X:-8.0 Y:-13.6 Z:21.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen63_Chunk1
CreateObject
ObjectNames = BuildingGen63BitA
Offset = X:-8.0 Y:-10.4 Z:52.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen63_Chunk2
CreateObject
ObjectNames = BuildingGen63BitB
Offset = X:-8.0 Y:10.4 Z:52.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen63_Chunk3
CreateObject
ObjectNames = BuildingGen63BitC
Offset = X:4.0 Y:0.0 Z:51.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen63_Chunk4
CreateObject
ObjectNames = BuildingGen63BitD
Offset = X:-1.6 Y:19.2 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen64_Chunk1
CreateObject
ObjectNames = BuildingGen64BitA
Offset = X:0.8 Y:-5.6 Z:53.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen64_Chunk2
CreateObject
ObjectNames = BuildingGen64BitB
Offset = X:3.2 Y:-25.6 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen64_Chunk3
CreateObject
ObjectNames = BuildingGen64BitC
Offset = X:0.8 Y:28.0 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen64_Chunk4
CreateObject
ObjectNames = BuildingGen64BitD
Offset = X:4.8 Y:8.0 Z:42.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen65_Chunk1
CreateObject
ObjectNames = BuildingGen65BitA
Offset = X:8.8 Y:-0.8 Z:57.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen65_Chunk2
CreateObject
ObjectNames = BuildingGen65BitB
Offset = X:9.6 Y:12.8 Z:40.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen65_Chunk3
CreateObject
ObjectNames = BuildingGen65BitC
Offset = X:-8.0 Y:33.6 Z:34.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen65_Chunk4
CreateObject
ObjectNames = BuildingGen65BitD
Offset = X:-9.6 Y:-24.0 Z:33.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen66_Chunk1
CreateObject
ObjectNames = BuildingGen66BitA
Offset = X:-4.8 Y:15.2 Z:64.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen66_Chunk2
CreateObject
ObjectNames = BuildingGen66BitB
Offset = X:8.8 Y:-23.2 Z:28.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen66_Chunk3
CreateObject
ObjectNames = BuildingGen66BitC
Offset = X:8.8 Y:22.4 Z:32.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen66_Chunk4
CreateObject
ObjectNames = BuildingGen66BitD
Offset = X:-4.8 Y:19.2 Z:14.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen67_Chunk1
CreateObject
ObjectNames = BuildingGen67BitA
Offset = X:11.2 Y:0.8 Z:45.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen67_Chunk2
CreateObject
ObjectNames = BuildingGen67BitB
Offset = X:11.2 Y:-14.4 Z:60.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen67_Chunk3
CreateObject
ObjectNames = BuildingGen67BitC
Offset = X:11.2 Y:-14.4 Z:39.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen67_Chunk4
CreateObject
ObjectNames = BuildingGen67BitD
Offset = X:-11.2 Y:11.2 Z:31.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen68_Chunk1
CreateObject
ObjectNames = BuildingGen68BitA
Offset = X:0.0 Y:-32.0 Z:36.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen68_Chunk2
CreateObject
ObjectNames = BuildingGen68BitB
Offset = X:0.0 Y:0.0 Z:44.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen68_Chunk3
CreateObject
ObjectNames = BuildingGen68BitC
Offset = X:0.0 Y:32.0 Z:45.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen68_Chunk4
CreateObject
ObjectNames = BuildingGen68BitD
Offset = X:7.2 Y:40.0 Z:29.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen69_Chunk1
CreateObject
ObjectNames = BuildingGen69BitA
Offset = X:0.0 Y:-4.0 Z:67.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen69_Chunk2
CreateObject
ObjectNames = BuildingGen69BitB
Offset = X:2.4 Y:4.8 Z:54.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen69_Chunk3
CreateObject
ObjectNames = BuildingGen69BitC
Offset = X:0.0 Y:0.8 Z:59.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen69_Chunk4
CreateObject
ObjectNames = BuildingGen69BitD
Offset = X:-4.0 Y:-4.8 Z:24.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen70_Chunk1
CreateObject
ObjectNames = BuildingGen70BitA
Offset = X:9.728 Y:-5.432 Z:24.232
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen70_Chunk2
CreateObject
ObjectNames = BuildingGen70BitB
Offset = X:5.320 Y:7.688 Z:64.048
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen70_Chunk3
CreateObject
ObjectNames = BuildingGen70BitC
Offset = X:-6.88 Y:0.032 Z:65.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen70_Chunk4
CreateObject
ObjectNames = BuildingGen70BitD
Offset = X:-9.872 Y:-2.280 Z:33.68
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen71_Chunk1
CreateObject
ObjectNames = BuildingGen71BitA
Offset = X:-0.008 Y:-0.0008 Z:54.032
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen71_Chunk2
CreateObject
ObjectNames = BuildingGen71BitB
Offset = X:4.888 Y:12.528 Z:27.592
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen71_Chunk3
CreateObject
ObjectNames = BuildingGen71BitC
Offset = X:-5.256 Y:9.576 Z:34.336
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen71_Chunk4
CreateObject
ObjectNames = BuildingGen71BitD
Offset = X:-3.288 Y:-13.376 Z:27.136
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen72_Chunk1
CreateObject
ObjectNames = BuildingGen72BitA
Offset = X:-0.8 Y:-4.0 Z:58.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen72_Chunk2
CreateObject
ObjectNames = BuildingGen72BitB
Offset = X:-3.2 Y:28.8 Z:22.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen72_Chunk3
CreateObject
ObjectNames = BuildingGen72BitC
Offset = X:-3.2 Y:-34.4 Z:30.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen72_Chunk4
CreateObject
ObjectNames = BuildingGen72BitD
Offset = X:6.4 Y:8.0 Z:38.4
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen73_Chunk1
CreateObject
ObjectNames = BuildingGen73BitA
Offset = X:2.4 Y:-0.8 Z:57.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen73_Chunk2
CreateObject
ObjectNames = BuildingGen73BitB
Offset = X:4.0 Y:6.4 Z:32.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen73_Chunk3
CreateObject
ObjectNames = BuildingGen73BitC
Offset = X:-2.4 Y:0.8 Z:57.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen73_Chunk4
CreateObject
ObjectNames = BuildingGen73BitD
Offset = X:1.6 Y:-5.6 Z:28.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen74_Chunk1
CreateObject
ObjectNames = BuildingGen74BitA
Offset = X:0.0 Y:-33.6 Z:39.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen74_Chunk2
CreateObject
ObjectNames = BuildingGen74BitB
Offset = X:0.0 Y:30.4 Z:57.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen74_Chunk3
CreateObject
ObjectNames = BuildingGen74BitC
Offset = X:0.0 Y:-2.4 Z:19.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen74_Chunk4
CreateObject
ObjectNames = BuildingGen74BitD
Offset = X:0.0 Y:-16.8 Z:28.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen75_Chunk1
CreateObject
ObjectNames = BuildingGen75BitA
Offset = X:-1.6 Y:-4.0 Z:68.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen75_Chunk2
CreateObject
ObjectNames = BuildingGen75BitB
Offset = X:-6.4 Y:0.8 Z:68.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen75_Chunk3
CreateObject
ObjectNames = BuildingGen75BitC
Offset = X:-2.4 Y:-35.2 Z:16.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen75_Chunk4
CreateObject
ObjectNames = BuildingGen75BitD
Offset = X:-2.4 Y:21.6 Z:29.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen76_Chunk1
CreateObject
ObjectNames = BuildingGen76BitA
Offset = X:0.0 Y:0.0 Z:80.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen76_Chunk2
CreateObject
ObjectNames = BuildingGen76BitB
Offset = X:1.6 Y:16.0 Z:43.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen76_Chunk3
CreateObject
ObjectNames = BuildingGen76BitC
Offset = X:-2.4 Y:-35.2 Z:16.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen76_Chunk4
CreateObject
ObjectNames = BuildingGen76BitD
Offset = X:13.6 Y:0.0 Z:32.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen77_Chunk1
CreateObject
ObjectNames = BuildingGen77BitA
Offset = X:-4.0 Y:-0.8 Z:43.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen77_Chunk2
CreateObject
ObjectNames = BuildingGen77BitB
Offset = X:-1.6 Y:-23.2 Z:48.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen77_Chunk3
CreateObject
ObjectNames = BuildingGen77BitC
Offset = X:-4.0 Y:24.0 Z:36.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen77_Chunk4
CreateObject
ObjectNames = BuildingGen77BitD
Offset = X:2.4 Y:9.6 Z:27.2
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen78_Chunk1
CreateObject
ObjectNames = BuildingGen78BitA
Offset = X:0.0 Y:0.0 Z:84.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen78_Chunk2
CreateObject
ObjectNames = BuildingGen78BitB
Offset = X:-12.8 Y:32.8 Z:20.0
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen78_Chunk3
CreateObject
ObjectNames = BuildingGen78BitC
Offset = X:1.6 Y:-29.6 Z:24.8
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Gen78_Chunk4
CreateObject
ObjectNames = BuildingGen78BitD
Offset = X:1.6 Y:28.0 Z:17.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_BuildingDamageList01
CreateObject
ObjectNames = BuildingDamageBits01
Offset = X:0.0 Y:0.0 Z:0.0
Count = 5
Disposition = LIKE_EXISTING FORWARD_IMPACT SEND_IT_FLYING
DispositionIntensity = 3
VelocityScale = 20
End
CreateObject
ObjectNames = BuildingDamageBits02
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING FORWARD_IMPACT SEND_IT_FLYING
DispositionIntensity = 3
VelocityScale = 2.0
End
CreateObject
ObjectNames = BuildingDamageBits03
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING FORWARD_IMPACT SEND_IT_FLYING
DispositionIntensity = 3
VelocityScale = 9
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
;ObjectCreationList OCL_BuildingDamageList02
; CreateObject
; ObjectNames = BuildingDamageBits01
; Offset = X:0 Y:0 Z:0
; Count = 7
; Disposition = LIKE_EXISTING REVERSE_IMPACT SEND_IT_FLYING
; DispositionIntensity = 3
; VelocityScale = 2
; End
;End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the destroyed "MordorCatapultRockProjectile"
ObjectCreationList OCL_MordorCatapultRockProjectileBits
CreateObject
ObjectNames = MordorCatapultRockProjectileBit01
Offset = X:0.0 Y:0.0 Z:0.0
Count = 3
Disposition = SEND_IT_FLYING INHERIT_VELOCITY LIKE_EXISTING
DispositionIntensity = 5
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the destroyed "MordorCatapultHumanHeadsProjectile"
ObjectCreationList OCL_MordorCatapultHumanHeadBits
CreateObject
ObjectNames = MordorCatapultHumanHeadProjectBit01
UseJustBuiltFlag = Yes
;Offset = X:0 Y:0 Z:0
;Count = 30
;MinForceMagnitude = 10
;MaxForceMagnitude = 20
;MinForcePitch = 30
;MaxForcePitch = 90
;SpreadFormation = Yes
;MinDistanceAFormation = 40
;MinDistanceBFormation = 60
;MaxDistanceFormation = 200
;Disposition = SEND_IT_FLYING INHERIT_VELOCITY LIKE_EXISTING
;DispositionIntensity = 30
;ExtraBounciness = 2.0
End
End
; ----------------------------------------------
ObjectCreationList OCL_FireFieldSmall
CreateObject
ObjectNames = FireFieldSmall
; Offset = X:0 Y:0 Z:0
Disposition = ON_GROUND_ALIGNED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the destroyed "OCL_GimliAxeProjectileBits"
ObjectCreationList OCL_GimliAxeProjectileBits
CreateObject
ObjectNames = GimliAxeProjectileBit01
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
DispositionIntensity = 7
End
End
; ---------------------------------------------------------------------------------------
; The shattered bits that are thrown off from the destroyed "GoodFactionArrow"
ObjectCreationList OCL_GoodFactionShatteredArrowBits
CreateObject
ObjectNames = GoodFactionShatteredArrowBit01
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
DispositionIntensity = 7
End
End
; ---------------------------------------------------------------------------------------
; The shattered bits that are thrown off from the destroyed "EvilFactionArrow"
ObjectCreationList OCL_EvilFactionShatteredArrowBits
CreateObject
ObjectNames = EvilFactionShatteredArrowBit01
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
DispositionIntensity = 7
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the destroyed "MordorLanceProjectile"
ObjectCreationList OCL_MordorLanceProjectileBits
CreateObject
ObjectNames = MordorLanceProjectileBit01
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
DispositionIntensity = 7
End
End
; ---------------------------------------------------------------------------------------
; Play the Gondor Cavalry animation which leads to a riderless horse
; Also create a rider to sink into the ground (using animation DIEB)
ObjectCreationList OCL_GondorCavalryDeathRunAwayB
CreateObject
ObjectNames = GondorCavalryRiderless
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = INHERIT_VELOCITY LIKE_EXISTING
InheritAttributesFromSource = Yes ; this riderless horse needs attributes (randomTextureID) from the producer
End
CreateObject
ObjectNames = GondorCavalryDeadRiderB
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Play the Gondor Cavalry animation which leads to a riderless horse
; Also create a rider to sink into the ground (using animation DIED)
ObjectCreationList OCL_GondorCavalryDeathRunAwayD
CreateObject
ObjectNames = GondorCavalryRiderless
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = INHERIT_VELOCITY LIKE_EXISTING
InheritAttributesFromSource = Yes ; this riderless horse needs attributes (randomTextureID) from the producer
End
CreateObject
ObjectNames = GondorCavalryDeadRiderD
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Create an object to play the "horse & rider both die" animation
ObjectCreationList OCL_GondorCavalryDeathJustDie
CreateObject
ObjectNames = GondorCavalryDying
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = INHERIT_VELOCITY LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Play the Gondor Cavalry animation which leads to a riderless horse
; Also create a rider to sink into the ground (using animation DIEB)
ObjectCreationList OCL_TheodenCavalryDeathRunAwayB
CreateObject
ObjectNames = TheodenCavalryRiderless
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = INHERIT_VELOCITY LIKE_EXISTING
;InheritAttributesFromSource = Yes ; this riderless horse needs attributes (randomTextureID) from the producer
End
CreateObject
ObjectNames = TheodenCavalryDeadRiderB
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Play the Theoden Cavalry animation which leads to a riderless horse
; Also create a rider to sink into the ground (using animation DIED)
ObjectCreationList OCL_TheodenCavalryDeathRunAwayD
CreateObject
ObjectNames = TheodenCavalryRiderless
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = INHERIT_VELOCITY LIKE_EXISTING
InheritAttributesFromSource = Yes ; this riderless horse needs attributes (randomTextureID) from the producer
End
CreateObject
ObjectNames = TheodenCavalryDeadRiderD
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; NEW riderless method (horse doesn't die, but hides rider as it becomes riderless)
; Once the rohirrim has animated the death of the rider, we will
; create a new one to rot into the ground and hide the one in the
; model as it becomes riderless.
ObjectCreationList OCL_RohirrimSpawnDeadRider
CreateObject
ObjectNames = RohirrimDeadRider
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
InheritAttributesFromSource = Yes ; this dead rider needs attributes (randomTextureID) from the producer
End
End
; ---------------------------------------------------------------------------------------
; NEW riderless method (horse doesn't die, but hides rider as it becomes riderless)
; Once the rohirrim has animated the death of the rider, we will
; create a new one to rot into the ground and hide the one in the
; model as it becomes riderless.
ObjectCreationList OCL_WargSpawnDeadRider
CreateObject
ObjectNames = WargDeadRider
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
InheritAttributesFromSource = Yes ; this dead rider needs attributes (randomTextureID) from the producer
End
End
; ---------------------------------------------------------------------------------------
; NEW riderless method (horse doesn't die, but hides rider as it becomes riderless)
; Once the rohirrim has animated the death of the rider, we will
; create a new one to rot into the ground and hide the one in the
; model as it becomes riderless.
ObjectCreationList OCL_GondorSpawnDeadRider_DEDAWithDIEB
CreateObject
ObjectNames = GondorDeadRiderDEDA
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = LIKE_EXISTING
InheritAttributesFromSource = Yes ; this dead rider needs attributes (randomTextureID) from the producer
End
End
ObjectCreationList OCL_GondorSpawnDeadRider_DEDBWithDIED
CreateObject
ObjectNames = GondorDeadRiderDEDB
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = LIKE_EXISTING
InheritAttributesFromSource = Yes ; this dead rider needs attributes (randomTextureID) from the producer
End
End
; ---------------------------------------------------------------------------------------
; ---------------------------------------------------------------------------------------
; Small bit of fire created on arrow contact to do fire damage
ObjectCreationList OCL_FlamingArrowFireHit
CreateObject
ObjectNames = FlamingArrowFireHit
Count = 1
End
End
; ---------------------------------------------------------------------------------------
; Default Effect for Catapult destruction
ObjectCreationList OCL_MordorCatapultDeath
CreateObject ;<main catapult wreckage>
ObjectNames = MordorCatapultDeadHulk
Offset = X:0.0 Y:0.0 Z:0.0
Disposition = LIKE_EXISTING
End
CreateDebris ;<wheel>
ModelNames = MUCatpDbrs01
Offset = X:-5.6784 Y:4.56 Z:2.32
Count = 2
Disposition = RANDOM_FORCE
MinForceMagnitude = 8
MaxForceMagnitude = 16
MinForcePitch = 85
MaxForcePitch = 90
End
CreateDebris ;<wheel>
ModelNames = MUCatpDbrs02
Offset = X:8.3256 Y:-4.56 Z:2.32
Count = 2
Disposition = RANDOM_FORCE
MinForceMagnitude = 8
MaxForceMagnitude = 16
MinForcePitch = 85
MaxForcePitch = 90
End
CreateDebris ;<counterweight>
ModelNames = MUCatpDbrs03
Offset = X:0.0568 Y:5.384 Z:5.8184
Count = 2
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 20
MinForcePitch = 60
MaxForcePitch = 70
End
CreateDebris ;<counterweight>
ModelNames = MUCatpDbrs04
Offset = X:0.0568 Y:5.384 Z:5.8184
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 20
MinForcePitch = 60
MaxForcePitch = 70
End
CreateDebris ;<counterweight>
ModelNames = MUCatpDbrs05
Offset = X:0.0568 Y:5.384 Z:5.8184
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 20
MinForcePitch = 60
MaxForcePitch = 70
End
End
; ---------------------------------------------------------------------------------------
; Effect for Catapult being blown up
ObjectCreationList OCL_MordorCatapultExplodeDeath
CreateObject ;<main catapult wreckage>
ObjectNames = MordorCatapultDeadHulk
Offset = X:0.0 Y:0.0 Z:0.0
Disposition = LIKE_EXISTING
End
CreateDebris ;<wheel>
ModelNames = MUCatpDbrs01
Offset = X:-5.6784 Y:4.56 Z:2.32
Count = 2
Disposition = RANDOM_FORCE
MinForceMagnitude = 8
MaxForceMagnitude = 16
MinForcePitch = 85
MaxForcePitch = 90
End
CreateDebris ;<wheel>
ModelNames = MUCatpDbrs02
Offset = X:8.3256 Y:-4.56 Z:2.32
Count = 2
Disposition = RANDOM_FORCE
MinForceMagnitude = 8
MaxForceMagnitude = 16
MinForcePitch = 85
MaxForcePitch = 90
End
CreateDebris ;<counterweight>
ModelNames = MUCatpDbrs03
Offset = X:0.0568 Y:5.384 Z:5.8184
Count = 2
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 20
MinForcePitch = 60
MaxForcePitch = 70
End
CreateDebris ;<counterweight>
ModelNames = MUCatpDbrs04
Offset = X:0.0568 Y:5.384 Z:5.8184
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 20
MinForcePitch = 60
MaxForcePitch = 70
End
CreateDebris ;<counterweight>
ModelNames = MUCatpDbrs05
Offset = X:0.0568 Y:5.384 Z:5.8184
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 20
MinForcePitch = 60
MaxForcePitch = 70
End
; CreateDebris
; ModelNames = NVInferno_d2 ;<catapult>
; Offset = X:-7.44 Y:0.0 Z:12.79
; Count = 1
; Disposition = SEND_IT_FLYING
; DispositionIntensity = 6.0
; End
; CreateDebris ;<splintered wood, pulleys>
; ModelNames = AVScrap2 AVScrap4 AVScrap5
; Count = 3
; Disposition = SEND_IT_FLYING
; DispositionIntensity = .5
; End
End
; ---------------------------------------------------------------------------------------
; Effect for Trebuchet being blown up
ObjectCreationList OCL_GondorTrebuchetExplodeDeath
; CreateObject ;<main catapult wreckage>
; ObjectNames = GondorTrebuchetDeadHulk
; Offset = X:0 Y:0 Z:0
; Disposition = LIKE_EXISTING
; End
CreateDebris ;<wheel>
ModelNames = AVHUMMER_D2
Offset = X:-5.6784 Y:4.56 Z:2.32
Count = 2
Disposition = RANDOM_FORCE
MinForceMagnitude = 8
MaxForceMagnitude = 16
MinForcePitch = 85
MaxForcePitch = 90
End
CreateDebris ;<wheel>
ModelNames = AVHUMMER_D2
Offset = X:8.3256 Y:-4.56 Z:2.32
Count = 2
Disposition = RANDOM_FORCE
MinForceMagnitude = 8
MaxForceMagnitude = 16
MinForcePitch = 85
MaxForcePitch = 90
End
CreateDebris ;<counterweight>
ModelNames = AVHUMMER_D3
Offset = X:0.0568 Y:5.384 Z:5.8184
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 20
MinForcePitch = 60
MaxForcePitch = 70
End
CreateDebris
ModelNames = NVInferno_d2 ;<catapult>
Offset = X:-5.952 Y:0.0 Z:10.232
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 6.0
End
CreateDebris ;<splintered wood, pulleys>
ModelNames = AVScrap2 AVScrap4 AVScrap5
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = .5
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the destroyed "GondorTrebuchetRockProjectile"
ObjectCreationList OCL_GondorTrebuchetRockProjectileBits
CreateObject
ObjectNames = GondorTrebuchetRockProjectileBit
Offset = X:0.0 Y:0.0 Z:0.0
Count = 6
Disposition = INHERIT_VELOCITY LIKE_EXISTING SEND_IT_FLYING
DispositionIntensity = 5
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_GandalfShieldBubble
CreateObject
ObjectNames = GandalfShieldBubble
Count = 1
End
End
; ---------------------------------------------------------------------------------------
; Spawn Oathbreakers
ObjectCreationList SUPERWEAPON_SpawnOathbreakers
CreateObject
ObjectNames = RohanOathbreakerHordeSmall
Count = 1
FadeIn = Yes
FadeTime = 1000
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
; Spawn Eye of Sauron
ObjectCreationList SUPERWEAPON_SpawnEyeOfSauron
CreateObject
ObjectNames = EyeOfSauron
Count = 1
FadeIn = Yes
FadeTime = 2000
End
End
; ---------------------------------------------------------------------------------------
; Spawn Tornado
ObjectCreationList SUPERWEAPON_SpawnTornado
CreateObject
ObjectNames = GaladrielTornado
Count = 1
FadeIn = Yes
FadeTime = 6000
UseJustBuiltFlag = Yes
JustBuiltDuration = 2000
ForbiddenUpgrades = Upgrade_AllFactionUpgrade
End
; yup
CreateObject
ObjectNames = GaladrielTornado02
Count = 1
FadeIn = Yes
FadeTime = 6000
UseJustBuiltFlag = Yes
JustBuiltDuration = 2000
RequiredUpgrades = Upgrade_AllFactionUpgrade
End
End
; ---------------------------------------------------------------------------------------
; Spawn Whirlwind
ObjectCreationList SUPERWEAPON_SpawnWhirlwind
CreateObject
ObjectNames = ElrondWhirlwind
Count = 1
FadeIn = Yes
FadeTime = 6000
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpawnWhirlpool
CreateObject
ObjectNames = ElvenWhirlpool
Count = 1
Disposition = +RELATIVE_ANGLE -ON_GROUND_ALIGNED
PreserveLayer = No
FadeIn = Yes
FadeTime = 10000
End
End
; ---------------------------------------------------------------------------------------
; Spawn Crebain
ObjectCreationList SUPERWEAPON_SpawnCrebain
CreateObject
ObjectNames = Crebain
Count = 1
UseJustBuiltFlag = Yes
JustBuiltDuration = 2000
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpellBookCaveBats
CreateObject
ObjectNames = WildCaveBats
Count = 1
UseJustBuiltFlag = Yes
JustBuiltDuration = 2000
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_WildFortressBatCloud
CreateObject
ObjectNames = WildBatCloud
Count = 1
FadeIn = Yes
FadeTime = 2000
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_IsengardFortressMurderOfCrows
CreateObject
ObjectNames = IsengardMurderOfCrows
Count = 1
FadeIn = Yes
FadeTime = 2000
End
End
; ---------------------------------------------------------------------------------------
; Spawn Orcs
ObjectCreationList SUPERWEAPON_SpawnOrcs
CreateObject
ObjectNames = MordorFighter
Count = 12
SpreadFormation = Yes
MinDistanceAFormation = 16.0
MinDistanceBFormation = 24.0
MaxDistanceFormation = 80.0
FadeIn = Yes
FadeTime = 200
End
CreateObject
ObjectNames = BuildingDamageBits04
Count = 30
Disposition = SEND_IT_UP
DispositionIntensity = 20
SpreadFormation = Yes
MinDistanceAFormation = 16.0
MinDistanceBFormation = 24.0
MaxDistanceFormation = 80.0
End
CreateObject
ObjectNames = BuildingDamageBits01
Count = 30
Disposition = SEND_IT_UP
DispositionIntensity = 25
SpreadFormation = Yes
MinDistanceAFormation = 16.0
MinDistanceBFormation = 24.0
MaxDistanceFormation = 80.0
End
End
; ---------------------------------------------------------------------------------------
; Spawn ranger ambush
ObjectCreationList OCL_RangerAmbush
CreateObject
ObjectNames = GondorRangerHorde
Count = 3
FadeIn = Yes
FadeTime = 2000
End
End
; ---------------------------------------------------------------------------------------
; LongShot Ability
ObjectCreationList OCL_LongShotAbility
CreateObject
ObjectNames = MenLongShotObject
OrientInSecondaryDirection = Yes
OrientationOffset = 0
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpellBookBarricade
CreateObject
ObjectNames = MordorBarricade
UseJustBuiltFlag = Yes
JustBuiltDuration = 1500 ; hold it for a second while it's playing its buildup
ClearRemovables = Yes
End
End
// ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpellBookCitadel
// The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
CreateObject
ObjectNames = DwarvenSummonedCitadelEgg
Count = 1
Disposition = LIKE_EXISTING
End
End
// ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpellBookCitadelFinish
CreateObject
ObjectNames = DwarvenSummonedCitadel
Disposition = RELATIVE_ANGLE
DispositionAngle = 45
FadeIn = Yes
ClearRemovables = Yes
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpellBookUndermine
CreateObject
ObjectNames = DwarvenMineShaftForUndermine
Count = 1
FadeIn = Yes
FadeTime = 2000
Disposition = RELATIVE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
JustBuiltDuration = 1500 ; hold it for a second while it's playing its buildup
ClearRemovables = Yes
End
End
; ---------------------------------------------------------------------------------------
; RainOfFire spell
ObjectCreationList OCL_SpellBookRainOfFire
CreateObject
ObjectNames = SpellBookRainOfFire
; ForbiddenUpgrades = Upgrade_AllFactionUpgrade
End
; yup
; CreateObject
; ObjectNames = SpellBookRainOfFire02
; RequiredUpgrades = Upgrade_AllFactionUpgrade
; End
End
; ---------------------------------------------------------------------------------------
; DragonStrike spell
ObjectCreationList OCL_SpellBookDragonStrike
CreateObject
ObjectNames = SpellBookDragonStrikeDragon
IssueMoveAfterCreation = Yes
MoveUsesStrafeUpdate = Yes
End
End
; ---------------------------------------------------------------------------------------
; Sunflare spell
ObjectCreationList OCL_SpellBookSunflare
CreateObject
ObjectNames = SpellBookSunflare
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpellBookBombardSeed
CreateObject
ObjectNames = SpellBookBombardSeed
Disposition = ON_GROUND_ALIGNED USE_WATER_SURFACE USE_CLIFF
Count = 20
SpreadFormation = Yes
MinDistanceAFormation = 10.0
MinDistanceBFormation = 150.0
MaxDistanceFormation = 150.0
OrientInSecondaryDirection = Yes ; Orient away from fortress.
OrientationOffset = 0
IssueMoveAfterCreation = No ; Stops assert, as spell book does not have AI.
IgnoreAllObjects = Yes ; Don't try and adjust position according to existing objects.
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpellBookBombardProjectile
CreateObject
ObjectNames = SpellBookBombardProjectile
Disposition = RELATIVE_ANGLE USE_WATER_SURFACE ; same angle as parent.
DispositionAngle = 0
IssueMoveAfterCreation = No
IgnoreAllObjects = Yes ; Don't try and adjust position according to existing objects.
ForbiddenUpgrades = Upgrade_AllFactionUpgrade
End
CreateObject
ObjectNames = SpellBookBombardProjectileMith
Disposition = RELATIVE_ANGLE USE_WATER_SURFACE ; same angle as parent.
DispositionAngle = 0
IssueMoveAfterCreation = No
IgnoreAllObjects = Yes ; Don't try and adjust position according to existing objects.
RequiredUpgrades = Upgrade_AllFactionUpgrade
End
End
; ---------------------------------------------------------------------------------------
; ArrowVolley spell
ObjectCreationList OCL_SpellBookArrowVolley
CreateObject
ObjectNames = SpellBookArrowVolley
OrientInSecondaryDirection = Yes
OrientationOffset = 0
End
End
; ---------------------------------------------------------------------------------------
; Earthquake spell
ObjectCreationList OCL_SpellBookEarthquake
CreateObject
ObjectNames = SpellBookEarthquake
End
CreateObject ; comment these in for new style.
ObjectNames = SpellBookEarthquakePiece
Count = 1
Offset = X:0 Y:0 Z:0
Disposition = ON_GROUND_ALIGNED
End
CreateObject
ObjectNames = SpellBookEarthquakePiece
Count = 1
Offset = X:100 Y:0 Z:0
Disposition = ON_GROUND_ALIGNED
End
CreateObject
ObjectNames = SpellBookEarthquakePiece
Count = 1
Offset = X:-100 Y:-50 Z:0
Disposition = ON_GROUND_ALIGNED
End
CreateObject
ObjectNames = SpellBookEarthquakePiece
Count = 1
Offset = X:-100 Y:50 Z:0
Disposition = ON_GROUND_ALIGNED
End
CreateObject
ObjectNames = SpellBookEarthquakePiece
Count = 1
Offset = X:20 Y:-100 Z:0
Disposition = ON_GROUND_ALIGNED
End
CreateObject
ObjectNames = SpellBookEarthquakePiece
Count = 1
Offset = X:20 Y:100 Z:0
Disposition = ON_GROUND_ALIGNED
End
End
; ---------------------------------------------------------------------------------------
; Flood spell from the spell book
ObjectCreationList OCL_SpellBookFlood
CreateObject
ObjectNames = SpellBookFlood
End
End
; ---------------------------------------------------------------------------------------
; Flood spell from just Arwen
ObjectCreationList OCL_ArwenPersonalFlood
CreateObject
ObjectNames = ArwenFlood
Disposition = RELATIVE_ANGLE
DispositionAngle = 0
End
End
// ---------------------------------------------------------------------------------------
// Flood from the Elven Floodgate Expansion
ObjectCreationList OCL_ElvenFloodgateFlood
CreateObject
ObjectNames = FloodgateFlood
Disposition = RELATIVE_ANGLE
DispositionAngle = 0
End
End
; ---------------------------------------------------------------------------------------
; SpawnFoundation spells
;
ObjectCreationList OCL_ElderSpellBookSpawnFoundation
CreateObject
ObjectNames = ElvenBuildingFoundation_Independant
Count = 1
FadeIn = Yes
FadeTime = 2000
End
End
ObjectCreationList OCL_GoblinSpellBookSpawnFoundation
CreateObject
ObjectNames = GoblinBuildingFoundation_Independant
Count = 1
FadeIn = Yes
FadeTime = 2000
End
End
; ---------------------------------------------------------------------------------------
; SpawnLoneTower spell
;
ObjectCreationList OCL_GondorSpellBookSpawnLoneTower
CreateObject
ObjectNames = GondorSentryTower_Independant
Count = 1
UseJustBuiltFlag = Yes ; turn on the JUST_BUILT model condition.
JustBuiltDuration = LONE_TOWER_BUILD_TIME ; Keep JUST_BUILT on for time it takes to build.
StartingBusyTime = LONE_TOWER_BUILD_TIME
ClearRemovables = Yes
End
End
; ---------------------------------------------------------------------------------------
; SpawnLoneTower spell Dwarf version
;
ObjectCreationList OCL_DwarfSpellBookSpawnLoneTower
CreateObject
ObjectNames = DwarvenSentryTower_Independent
Count = 1
FadeIn = Yes
FadeTime = 2000
ClearRemovables = Yes
UseJustBuiltFlag = Yes
JustBuiltDuration = 1500
End
End
; ---------------------------------------------------------------------------------------
; Spawn osgiliath veterans
ObjectCreationList OCL_OsgiliathVeterans
CreateObject
ObjectNames = GondorFighterHorde
Count = 1
FadeIn = Yes
FadeTime = 2000
VeterancyLevel = 3
End
End
; ---------------------------------------------------------------------------------------
; Spawn gondor knights
ObjectCreationList OCL_PrinceOfDolArmoth
CreateObject
ObjectNames = GondorKnightHorde
Count = 3
FadeIn = Yes
FadeTime = 1000
End
End
; ---------------------------------------------------------------------------------------
; Rain of Fire Manager
ObjectCreationList SUPERWEAPON_RainOfFire
CreateObject
ObjectNames = RainOfFire
Count = 1
End
End
; ---------------------------------------------------------------------------------------
; Arrow VolleyManager
ObjectCreationList SUPERWEAPON_ArrowVolley
CreateObject
ObjectNames = ArrowVolley
Count = 1
End
End
; ---------------------------------------------------------------------------------------
; The Models that create the Volume Light FX for the "Parting of the Heavens"
ObjectCreationList SUPERWEAPON_PartTheHeavens
CreateObject
ObjectNames = GUGandalfHeavenRays
; Offset = X:0 Y:0 Z:100
Count = 1
Disposition = LIKE_EXISTING
; DispositionIntensity = 6.0
; VelocityScale = 2.0
End
CreateObject
ObjectNames = PartTheHeavens
Count = 1
End
End
; ----------------------------------------------
ObjectCreationList OCL_FireworksMortarTestLaunch
CreateObject
ObjectNames = FireworksMortarTestProjectile
Disposition = SEND_IT_UP
DispositionIntensity = 35
End
End
; ----------------------------------------------
ObjectCreationList OCL_FireworksMortarTestBurst
CreateObject
ObjectNames = FireworksMortarTestBurstBit
Disposition = SEND_IT_FLYING
DispositionIntensity = 9
Count = 17
End
End
;----------------------------------------------------------------------------
; The Bits that are thrown off from Gandalf's Staff Beam when it hits a target
ObjectCreationList OCL_GandalfStaffBeamProjectileBits
CreateObject
ObjectNames = GandalfBeamBits
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
DispositionIntensity = 7
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMrkPlace_Chunk1
CreateObject
ObjectNames = BuildingGBMrkPlaceBitA
Offset = X:24.7240 Y:-37.5312 Z:22.9624
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMrkPlace_Chunk2
CreateObject
ObjectNames = BuildingGBMrkPlaceBitB
Offset = X:-28.2304 Y:1.9064 Z:34.6576
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMrkPlace_Chunk3
CreateObject
ObjectNames = BuildingGBMrkPlaceBitC
Offset = X:-18.896 Y:25.9448 Z:63.4808
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMrkPlace_Chunk4
CreateObject
ObjectNames = BuildingGBMrkPlaceBitC
Offset = X:40.3616 Y:-2.5136 Z:28.5208
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBArcheryN-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBArcheryN_Chunk1
CreateObject
ObjectNames = BuildingGBArcheryNBitA
Offset = X:29.2088 Y:-37.856 Z:92.664
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBArcheryN_Chunk2
CreateObject
ObjectNames = BuildingGBArcheryNBitB
Offset = X:-13.0168 Y:49.0696 Z:29.8568
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBArcheryN_Chunk3
CreateObject
ObjectNames = BuildingGBArcheryNBitC
Offset = X:1.3712 Y:-39.8792 Z:19.7168
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBArcheryN_Chunk4
CreateObject
ObjectNames = BuildingGBArcheryNBitD
Offset = X:28.4048 Y:-7.5896 Z:15.4216
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBBlkSmith-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBlkSmith_Chunk1
CreateObject
ObjectNames = BuildingGBBlkSmithBitA
Offset = X:20.832 Y:15.272 Z:35.52
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBlkSmith_Chunk2
CreateObject
ObjectNames = BuildingGBBlkSmithBitB
Offset = X:-6.224 Y:15.448 Z:43.608
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBlkSmith_Chunk3
CreateObject
ObjectNames = BuildingGBBlkSmithBitC
Offset = X:-19.984 Y:33.632 Z:34.392
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBlkSmith_Chunk4
CreateObject
ObjectNames = BuildingGBBlkSmithBitD
Offset = X:20.832 Y:32.832 Z:33.328
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBForbidPool-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBForbidPool_Chunk1
CreateObject
ObjectNames = BuildingGBForbidPoolBitA
Offset = X:20.832 Y:15.272 Z:35.52
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBForbidPool_Chunk2
CreateObject
ObjectNames = BuildingGBForbidPoolBitB
Offset = X:-6.224 Y:15.448 Z:43.608
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBForbidPool_Chunk3
CreateObject
ObjectNames = BuildingGBForbidPoolBitC
Offset = X:-19.984 Y:33.632 Z:34.392
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBForbidPool_Chunk4
CreateObject
ObjectNames = BuildingGBForbidPoolBitD
Offset = X:20.832 Y:32.832 Z:33.328
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBFarm-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBFarm_Chunk1
CreateObject
ObjectNames = BuildingGBFarmBitA
Offset = X:21.2368 Y:18.5992 Z:16.4832
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBFarm_Chunk2
CreateObject
ObjectNames = BuildingGBFarmBitB
Offset =X:26.6552 Y:11.2920 Z:37.8104
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBFarm_Chunk3
CreateObject
ObjectNames = BuildingGBFarmBitC
Offset =X:21.2368 Y:-12.0864 Z:33.3376
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBFarm_Chunk4
CreateObject
ObjectNames = BuildingGBFarmBitD
Offset = X:-43.9184 Y:3.8296 Z:11.384
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBHseHeal-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBHseHeal_Chunk1
CreateObject
ObjectNames = BuildingGBHseHealBitA
Offset = X:-62.8088 Y:46.3672 Z:127.4464
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBHseHeal_Chunk2
CreateObject
ObjectNames = BuildingGBHseHealBitB
Offset =X:50.9328 Y:46.5936 Z:56.0616
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBHseHeal_Chunk3
CreateObject
ObjectNames = BuildingGBHseHealBitC
Offset =X:59.408 Y:-48.5592 Z:36.2384
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBHseHeal_Chunk4
CreateObject
ObjectNames = BuildingGBHseHealBitD
Offset =X:-66.7472 Y:-58.8464 Z:98.6776
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBBarracks-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBarracks_Chunk1
CreateObject
ObjectNames = BuildingGBBarracksBitA
Offset =X:-25.098 Y:31.901 Z:18.005
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBarracks_Chunk2
CreateObject
ObjectNames = BuildingGBBarracksBitB
Offset =X:29.333 Y:-30.762 Z:18.005
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBarracks_Chunk3
CreateObject
ObjectNames = BuildingGBBarracksBitC
Offset =X:-25.173 Y:-21.9 Z:83.784
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBarracks_Chunk4
CreateObject
ObjectNames = BuildingGBBarracksBitD
Offset =X:-9.226 Y:-34.189 Z:80.987
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBStoneMK-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBStoneMK_Chunk1
CreateObject
ObjectNames = BuildingGBStoneMKBitA
Offset =X:31.258 Y:-9.191 Z:16.763
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBStoneMK_Chunk2
CreateObject
ObjectNames = BuildingGBStoneMKBitB
Offset =X:25.443 Y:-22.1 Z:82.396
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBStoneMK_Chunk3
CreateObject
ObjectNames = BuildingGBStoneMKBitC
Offset =X:36.423 Y:-40.53 Z:66.173
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBStoneMK_Chunk4
CreateObject
ObjectNames = BuildingGBStoneMKBitD
Offset =X:16.582 Y:-43.241 Z:22.157
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------RBArmory-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBArmory_Chunk1
CreateObject
ObjectNames = BuildingRBArmoryBitA
Offset =X:-41.8 Y:18.16 Z:41.31
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBArmory_Chunk2
CreateObject
ObjectNames = BuildingRBArmoryBitB
Offset =X:-30.31 Y:-20.23 Z:56.54
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBArmory_Chunk3
CreateObject
ObjectNames = BuildingRBArmoryBitC
Offset =X:-51.85 Y:-41.8 Z:57.51
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBArmory_Chunk4
CreateObject
ObjectNames = BuildingRBArmoryBitD
Offset =X:-7.5 Y:-38.84 Z:37.62
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------RBGoldHall-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBGoldHall_Chunk1
CreateObject
ObjectNames = BuildingRBGoldHallBitA
Offset =X:-0.74 Y:-1.46 Z:133.41
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBGoldHall_Chunk2
CreateObject
ObjectNames = BuildingRBGoldHallBitB
Offset =X:-15.92 Y:30.65 Z:44.64
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBGoldHall_Chunk3
CreateObject
ObjectNames = BuildingRBGoldHallBitC
Offset =X:-1.44 Y:34.72 Z:58.5
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBGoldHall_Chunk4
CreateObject
ObjectNames = BuildingRBGoldHallBitD
Offset =X:25.23 Y:-7.01 Z:38.63
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------RBBarracks-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBBarracks_Chunk1
CreateObject
ObjectNames = BuildingRBBarracksBitA
Offset =X:-37.337 Y:25.201 Z:40.78
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBBarracks_Chunk2
CreateObject
ObjectNames = BuildingRBBarracksBitB
Offset =X:15.84 Y:27.84 Z:35.42
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBBarracks_Chunk3
CreateObject
ObjectNames = BuildingRBBarracksBitC
Offset =X:17.23 Y:-7.396 Z:39.16
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBBarracks_Chunk4
CreateObject
ObjectNames = BuildingRBBarracksBitD
Offset =X:-47.676 Y:-8.51 Z:31.6
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------RBStable-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBStable_Chunk1
CreateObject
ObjectNames = BuildingRBStableBitA
Offset =X:26.19 Y:17.17 Z:52.44
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBStable_Chunk2
CreateObject
ObjectNames = BuildingRBStableBitB
Offset =X:14.57 Y:-36.15 Z:28.78
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBStable_Chunk3
CreateObject
ObjectNames = BuildingRBStableBitC
Offset =X:-25.88 Y:11.13 Z:33.1
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBStable_Chunk4
CreateObject
ObjectNames = BuildingRBStableBitD
Offset =X:-19.16 Y:-23.73 Z:37.68
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBStable-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBStable_Chunk1
CreateObject
ObjectNames = BuildingGBStableBitA
Offset =X:-14.9352 Y:-37.9048 Z:25.8384
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBStable_Chunk2
CreateObject
ObjectNames = BuildingGBStableBitB
Offset =X:-39.5168 Y:-0.7168 Z:22.8208
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBStable_Chunk3
CreateObject
ObjectNames = BuildingGBStableBitC
Offset =X:-17.0784 Y:45.9208 Z:24.2728
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBStable_Chunk4
CreateObject
ObjectNames = BuildingGBStableBitD
Offset =X:-26.0752 Y:1.0120 Z:70.120
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBBarracksN2D2-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBarracksN2D2_Chunk1
CreateObject
ObjectNames = BuildingGBBarracksN2D2BitA
Offset =X:-25.098 Y:31.901 Z:18.005
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBarracksN2D2_Chunk2
CreateObject
ObjectNames = BuildingGBBarracksN2D2BitB
Offset =X:29.333 Y:-30.762 Z:18.005
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBarracksN2D2_Chunk3
CreateObject
ObjectNames = BuildingGBBarracksN2D2BitC
Offset =X:-25.173 Y:-21.9 Z:83.784
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBarracksN2D2_Chunk4
CreateObject
ObjectNames = BuildingGBBarracksN2D2BitD
Offset =X:-9.226 Y:-34.189 Z:80.987
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBBtlTwr-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBtlTwrD2_Chunk1
CreateObject
ObjectNames = BuildingGBBtlTwrD2BitA
Offset =X:10.072 Y:-11.512 Z:30.424
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBtlTwrD2_Chunk2
CreateObject
ObjectNames = BuildingGBBtlTwrD2BitB
Offset =X:-9.544 Y:-5.480 Z:105.160
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBtlTwrD2_Chunk3
CreateObject
ObjectNames = BuildingGBBtlTwrD2BitC
Offset =X:8.376 Y:14.56 Z:31.04
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBtlTwrD2_Chunk4
CreateObject
ObjectNames = BuildingGBBtlTwrD2BitD
Offset =X:15.240 Y:-3.144 Z:90.632
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBBtlTwrS-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBtlTwrSD2_Chunk1
CreateObject
ObjectNames = BuildingGBBtlTwrSD2BitA
Offset =X:10.072 Y:-11.512 Z:30.424
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBtlTwrSD2_Chunk2
CreateObject
ObjectNames = BuildingGBBtlTwrSD2BitB
Offset =X:-9.544 Y:-5.480 Z:105.160
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBtlTwrSD2_Chunk3
CreateObject
ObjectNames = BuildingGBBtlTwrSD2BitC
Offset =X:8.376 Y:14.56 Z:31.04
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBBtlTwrSD2_Chunk4
CreateObject
ObjectNames = BuildingGBBtlTwrSD2BitD
Offset =X:15.240 Y:-3.144 Z:90.632
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------GBMtop4-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMtop4D2_Chunk1
CreateObject
ObjectNames = BuildingGBMtop4DP1BitA
Offset =X:0.5888 Y:0.1032 Z:275.4264
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMtop4D2_Chunk2
CreateObject
ObjectNames = BuildingGBMtop4DP1BitB
Offset =X:-5.1088 Y:-0.7416 Z:183.4008
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMtop4D2_Chunk3
CreateObject
ObjectNames = BuildingGBMtop4DP1BitC
Offset =X:4.0280 Y:0.1376 Z:206.9800
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMtop4D2_Chunk4
CreateObject
ObjectNames = BuildingGBMtop4DP1BitD
Offset =X:10.2896 Y:-1.5072 Z:137.4632
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_BalrogSummoning
; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
CreateObject
ObjectNames = MordorBalrogEgg
Count = 1
Disposition = LIKE_EXISTING
End
CreateObject
ObjectNames = MordorBalrogEggPlaceHolder
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_BalrogDie
CreateObject
ObjectNames = MordorBalrogDeath
Count = 1
Disposition = LIKE_EXISTING
Offset = X:75.0 Y:-10.0 Z:0.0
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_GondorArmyofTheDeadEgg
; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
CreateObject
ObjectNames = GondorArmyofTheDeadSmallEggs
Count = 6 ;4
Disposition = SPAWN_AROUND
DispositionIntensity = 500 ;300.0
DispositionAngle = 60 ;90
IgnoreCommandPointLimit = Yes
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpawnDwarvenEgg
CreateObject
ObjectNames = PhalanxSummonEgg
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Hobbits out of thin air.
ObjectCreationList OCL_SpawnDwarvenUnits
CreateObject
ObjectNames = DwarvenAxeThrowerHorde_Summoned
UseJustBuiltFlag = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 90
Offset = X:0 Y:60 Z:0
End
CreateObject
ObjectNames = DwarvenGuardianHorde_Summoned
UseJustBuiltFlag = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = -30
Offset = X:52 Y:-30 Z:0
End
CreateObject
ObjectNames = DwarvenPhalanxHorde_Summoned
UseJustBuiltFlag = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 240
Offset = X:-52 Y:-30 Z:0
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_GondorArmyofTheDeadEggSmall
; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
CreateObject
ObjectNames = GondorArmyofTheDeadSmallEgg
UseJustBuiltFlag = Yes
Count = 1
Disposition = LIKE_EXISTING
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_BalrogSummoningFinish
CreateObject
ObjectNames = MordorBalrog
Count = 1
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 270
UseJustBuiltFlag = Yes
StartingBusyTime = 2300
FadeIn = Yes
FadeTime = 10000
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GandalfLevelUp1OCL
CreateObject
ObjectNames = GandalfLevelUpBeam
Offset =X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = FADE_AND_DIE_ORNAMENT
End
;CreateObject
; ObjectNames = GandalfLevelUpBeam02
; Offset =X:0 Y:0 Z:0
; Count = 1
; Disposition = FADE_AND_DIE_ORNAMENT
;End
End
;----------------------------MBSiegeWorks-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBSeigeWork_D2_Chunk1
CreateObject
ObjectNames = MBSeigeWorkD2BitA
Offset =X:-58.2944 Y:-21.8768 Z:45.9512
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBSeigeWork_D2_Chunk2
CreateObject
ObjectNames = MBSeigeWorkD2BitB
Offset =X:-48.7720 Y:31.7480 Z:46.920
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBSeigeWork_D2_Chunk3
CreateObject
ObjectNames = MBSeigeWorkD2BitC
Offset =X:7.5880 Y:-38.5240 Z:24.2920
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBSeigeWork_D2_Chunk4
CreateObject
ObjectNames = MBSeigeWorkD2BitD
Offset =X:-9.6528 Y:44.8600 Z:22.2296
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------MBMumkPenD2-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBMumkPenD2_Chunk1
CreateObject
ObjectNames = MBMumkPenD2BitA
Offset =X:-2.600 Y:29.944 Z:24.920
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBMumkPenD2_Chunk2
CreateObject
ObjectNames = MBMumkPenD2BitB
Offset =X:18.360 Y:7.472 Z:42.256
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBMumkPenD2_Chunk3
CreateObject
ObjectNames = MBMumkPenD2BitC
Offset =X:21.800 Y:-30.4 Z:22.496
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBMumkPenD2_Chunk4
CreateObject
ObjectNames = MBMumkPenD2BitD
Offset =X:-40.928 Y:-31.704 Z:19.576
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SUPERWEAPON_RevealArea
CreateObject
ObjectNames = MapRevealPing
Count = 1
End
End
ObjectCreationList OCL_StructureRubblePileLarge
CreateObject
ObjectNames = StructureRubblePileLarge
Count = 1
Disposition = LIKE_EXISTING
UseJustBuiltFlag = Yes
End
End
ObjectCreationList EndOCL_StructureRubblePileSmall
CreateObject
ObjectNames = StructureRubblePileSmall
Count = 1
Disposition = LIKE_EXISTING
UseJustBuiltFlag = Yes
End
End
ObjectCreationList OCL_StructureRubblePileSinkAway
CreateObject
ObjectNames = StructureRubblePileSinkAway
Count = 1
Disposition = LIKE_EXISTING
UseJustBuiltFlag = Yes
End
End
;----------------------------GBMinWallA-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinWallAD2_Chunk1
CreateObject
ObjectNames = GBMinWallAD2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinWallAD2_Chunk2
CreateObject
ObjectNames = GBMinWallAD2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinWallAD2_Chunk3
CreateObject
ObjectNames = GBMinWallAD2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinWallAD2_Chunk4
CreateObject
ObjectNames = GBMinWallAD2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinWallAT-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinWallATD2_Chunk1
CreateObject
ObjectNames = GBMinWallATD2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinWallATD2_Chunk2
CreateObject
ObjectNames = GBMinWallATD2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinWallATD2_Chunk3
CreateObject
ObjectNames = GBMinWallATD2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinWallATD2_Chunk4
CreateObject
ObjectNames = GBMinWallATD2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinGate1-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate1D2_Chunk1
CreateObject
ObjectNames = GBMinGate1D2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate1D2_Chunk2
CreateObject
ObjectNames = GBMinGate1D2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate1D2_Chunk3
CreateObject
ObjectNames = GBMinGate1D2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate1D2_Chunk4
CreateObject
ObjectNames = GBMinGate1D2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinGate2-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate2D2_Chunk1
CreateObject
ObjectNames = GBMinGate2D2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate2D2_Chunk2
CreateObject
ObjectNames = GBMinGate2D2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate2D2_Chunk3
CreateObject
ObjectNames = GBMinGate2D2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate2D2_Chunk4
CreateObject
ObjectNames = GBMinGate2D2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinGate3-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate3D2_Chunk1
CreateObject
ObjectNames = GBMinGate3D2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate3D2_Chunk2
CreateObject
ObjectNames = GBMinGate3D2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate3D2_Chunk3
CreateObject
ObjectNames = GBMinGate3D2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate3D2_Chunk4
CreateObject
ObjectNames = GBMinGate3D2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinGate4-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate4D2_Chunk1
CreateObject
ObjectNames = GBMinGate4D2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate4D2_Chunk2
CreateObject
ObjectNames = GBMinGate4D2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate4D2_Chunk3
CreateObject
ObjectNames = GBMinGate4D2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate4D2_Chunk4
CreateObject
ObjectNames = GBMinGate4D2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinGate4R-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate4RD2_Chunk1
CreateObject
ObjectNames = GBMinGate4RD2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate4RD2_Chunk2
CreateObject
ObjectNames = GBMinGate4RD2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate4RD2_Chunk3
CreateObject
ObjectNames = GBMinGate4RD2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinGate4-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
;ObjectCreationList OCL_GBMinGate4D2_Chunk1
; CreateObject
; ObjectNames = GBMinGate4D2BitA
; Count = 1
; Disposition = LIKE_EXISTING ANIMATED
; End
;End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
;ObjectCreationList OCL_GBMinGate4D2_Chunk2
; CreateObject
; ObjectNames = GBMinGate4D2BitB
; Count = 1
; Disposition = LIKE_EXISTING ANIMATED
; End
;End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
;ObjectCreationList OCL_GBMinGate4D2_Chunk3
; CreateObject
; ObjectNames = GBMinGate4D2BitC
; Count = 1
; Disposition = LIKE_EXISTING ANIMATED
; End
;End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
;ObjectCreationList OCL_GBMinGate4D2_Chunk4
; CreateObject
; ObjectNames = GBMinGate4D2BitD
; Count = 1
; Disposition = LIKE_EXISTING ANIMATED
;
; End
;End
;----------------------------GBMinGate4R-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
;ObjectCreationList OCL_GBMinGate4RD2_Chunk1
; CreateObject
; ObjectNames = GBMinGate4RD2BitA
; Count = 1
; Disposition = LIKE_EXISTING ANIMATED
; End
;End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
;ObjectCreationList OCL_GBMinGate4RD2_Chunk2
; CreateObject
; ObjectNames = GBMinGate4RD2BitB
; Count = 1
; Disposition = LIKE_EXISTING ANIMATED
; End
;End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
;ObjectCreationList OCL_GBMinGate4RD2_Chunk3
; CreateObject
; ObjectNames = GBMinGate4RD2BitC
; Count = 1
; Disposition = LIKE_EXISTING ANIMATED
; End
;End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate4RD2_Chunk4
CreateObject
ObjectNames = GBMinGate4RD2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinGate7-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate7D2_Chunk1
CreateObject
ObjectNames = GBMinGate7D2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate7D2_Chunk2
CreateObject
ObjectNames = GBMinGate7D2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate7D2_Chunk3
CreateObject
ObjectNames = GBMinGate7D2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate7D2_Chunk4
CreateObject
ObjectNames = GBMinGate7D2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------GBMinGate8-------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate8D2_Chunk1
CreateObject
ObjectNames = GBMinGate8D2BitA
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate8D2_Chunk2
CreateObject
ObjectNames = GBMinGate8D2BitB
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate8D2_Chunk3
CreateObject
ObjectNames = GBMinGate8D2BitC
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_GBMinGate8D2_Chunk4
CreateObject
ObjectNames = GBMinGate8D2BitD
Count = 1
Disposition = LIKE_EXISTING ANIMATED
End
End
;----------------------------MBSlaughterHouse--------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBSlaughterHouse_Chunk1
CreateObject
ObjectNames = BuildingMBSltrHsBitA
Offset =X:-34.06 Y:-82.91 Z:9.03
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBSlaughterHouse_Chunk2
CreateObject
ObjectNames = BuildingMBSltrHsBitB
Offset =X:-56.782 Y:-8.599 Z:43.88
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBSlaughterHouse_Chunk3
CreateObject
ObjectNames = BuildingMBSltrHsBitC
Offset =X:22.27 Y:63.083 Z:43.125
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBSlaughterHouse_Chunk4
CreateObject
ObjectNames = BuildingMBSltrHsBitD
Offset =X:-8.427 Y:-0.189 Z:32.463
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------MBOrcPit--------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBOrcPit_Chunk1
CreateObject
ObjectNames = BuildingMBOrcpitBitA
Offset =X:-22.76 Y:-24.212 Z:5.108
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBOrcPit_Chunk2
CreateObject
ObjectNames = BuildingMBOrcpitBitB
Offset =X:-44.319 Y:23.661 Z:9.175
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBOrcPit_Chunk3
CreateObject
ObjectNames = BuildingMBOrcpitBitC
Offset =X:10.168 Y:44.815 Z:8.282
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBOrcPit_Chunk4
CreateObject
ObjectNames = BuildingMBOrcpitBitD
Offset =X:40.851 Y:-1.848 Z:12.509
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------MBHrdPlc----------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBHardPalace_Chunk1
CreateObject
ObjectNames = BuildingMBHrdPlcBitA
Offset =X:-1.184 Y:-31.243 Z:23.073
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBHardPalace_Chunk2
CreateObject
ObjectNames = BuildingMBHrdPlcBitB
Offset =X:-19.139 Y:6.791 Z:30.291
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBHardPalace_Chunk3
CreateObject
ObjectNames = BuildingMBHrdPlcBitC
Offset =X:-1.184 Y:29.601 Z:22.836
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBHardPalace_Chunk4
CreateObject
ObjectNames = BuildingMBHrdPlcBitD
Offset =X:19.446 Y:-0.039 Z:32.545
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------MBTrollPit----------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBTrollPit_Chunk1
CreateObject
ObjectNames = BuildingMBTrollPitBitA
Offset =X:-4.904 Y:-38.85 Z:18.256
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBTrollPit_Chunk2
CreateObject
ObjectNames = BuildingMBTrollPitBitB
Offset =X:-40.507 Y:-2.214 Z:19.625
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBTrollPit_Chunk3
CreateObject
ObjectNames = BuildingMBTrollPitBitC
Offset =X:47.007 Y:40.457 Z:23.067
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBTrollPit_Chunk4
CreateObject
ObjectNames = BuildingMBTrollPitBitD
Offset =X:68.435 Y:-15.327 Z:24.944
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_EntRockPieces
CreateObject
ObjectNames = RUEntRockD1A
Offset = X:4.089 Y:-2.005 Z:3.137
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 15.0
VelocityScale = 2.0
End
CreateObject
ObjectNames = RUEntRockD1B
Offset = X:-3.105 Y:3.498 Z:0.042
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 15.0
VelocityScale = 2.0
End
CreateObject
ObjectNames = RUEntRockD1C
Offset = X:5.443 Y:-3.682 Z:-3.787
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 15.0
VelocityScale = 2.0
End
CreateObject
ObjectNames = RUEntRockD1D
Offset = X:-1.449 Y:0.695 Z:-3.392
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 15.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
;
ObjectCreationList OCL_TrebuchetUpgrade
CreateObject
ObjectNames = GondorTrebuchetWall
Offset = X:0.0 Y:0.0 Z:52.0
Count = 1
Disposition = LIKE_EXISTING
IgnoreCommandPointLimit = Yes
IssueMoveAfterCreation = No
OrientInPrimaryDirection = Yes
OrientationOffset = 0
End
End
; ---------------------------------------------------------------------------------------
;
ObjectCreationList OCL_DwarvenCatapultUpgrade
CreateObject
ObjectNames = DwarvenCatapultFortress
Offset = X:0.0 Y:0.0 Z:52.0
Count = 1
Disposition = LIKE_EXISTING
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
;
ObjectCreationList OCL_DolGuldurCatapultUpgrade
CreateObject
ObjectNames = MordorFortressCatapult
Offset = X:0.0 Y:0.0 Z:52.0
Count = 1
Disposition = LIKE_EXISTING
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
;
ObjectCreationList OCL_MinisWallBTTrebuchetUpgrade
CreateObject
ObjectNames = GondorTrebuchetWall
Offset = X:1.5 Y:0.0 Z:148.0
Count = 1
Disposition = LIKE_EXISTING
ParticleSystem = SiegeTowerDeathDebrisInitial_N
IgnoreCommandPointLimit = Yes
End
End
;----------------------------RBWatchTow----------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBWATCHTOW_Chunk1
CreateObject
ObjectNames = BuildingRBWATCHTOWBitA
Offset =X:-8.63 Y:3.7 Z:82.82
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBWATCHTOW_Chunk2
CreateObject
ObjectNames = BuildingRBWATCHTOWBitB
Offset =X:4.95 Y:1.78 Z:44.98
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBWATCHTOW_Chunk3
CreateObject
ObjectNames = BuildingRBWATCHTOWBitC
Offset =X:-4.12 Y:-9.64 Z:27.06
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBWATCHTOW_Chunk4
CreateObject
ObjectNames = BuildingRBWATCHTOWBitD
Offset =X:6.28 Y:-8.85 Z:56.55
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------RBArchRnge----------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBArchRnge_Chunk1
CreateObject
ObjectNames = BuildingRBArchRngeBitA
Offset =X:31.44 Y:-13.92 Z:38.22
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBArchRnge_Chunk2
CreateObject
ObjectNames = BuildingRBArchRngeBitB
Offset =X:27.46 Y:33.96 Z:52.32
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBArchRnge_Chunk3
CreateObject
ObjectNames = BuildingRBArchRngeBitC
Offset =X:40.31 Y:46.1 Z:54.17
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_RBArchRnge_Chunk4
CreateObject
ObjectNames = BuildingRBArchRngeBitD
Offset =X:-23.37 Y:40.11 Z:32.17
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------Furnace--------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Furnace_Chunk1
CreateObject
ObjectNames = BuildingFurnaceBitA
Offset =X:6.63 Y:-10.38 Z:77.455
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Furnace_Chunk2
CreateObject
ObjectNames = BuildingFurnaceBitB
Offset =X:-21.36 Y:7.014 Z:39.72
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Furnace_Chunk3
CreateObject
ObjectNames = BuildingFurnaceBitC
Offset =X:2.311 Y:-51.603 Z:19.643
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_Furnace_Chunk4
CreateObject
ObjectNames = BuildingFurnaceBitD
Offset =X:3.65 Y:9.18 Z:71.89
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------LumberMill--------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBLumMill_Chunk1
CreateObject
ObjectNames = BuildingMBLumMillBitA
Offset =X:-48.154 Y:15.395 Z:17.557
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBLumMill_Chunk2
CreateObject
ObjectNames = BuildingMBLumMillBitB
Offset =X:-39.675 Y:43.845 Z:18.116
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBLumMill_Chunk3
CreateObject
ObjectNames = BuildingMBLumMillBitC
Offset =X:-31.18 Y:11.018 Z:33.818
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_MBLumMill_Chunk4
CreateObject
ObjectNames = BuildingMBLumMillBitD
Offset =X:-38.352 Y:-18.501 Z:29.734
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------IsengardArmory--------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBArmory_Chunk1
CreateObject
ObjectNames = BuildingIBArmoryBitA
Offset =X:-0.752 Y:-38.687 Z:53.409
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBArmory_Chunk2
CreateObject
ObjectNames = BuildingIBArmoryBitB
Offset =X:-17.288 Y:6.647 Z:25.519
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBArmory_Chunk3
CreateObject
ObjectNames = BuildingIBArmoryBitC
Offset =X:-7.976 Y:40.543 Z:26.022
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBArmory_Chunk4
CreateObject
ObjectNames = BuildingIBArmoryBitD
Offset =X:21.38 Y:-30.771 Z:32.799
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------IsengardWargpit--------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBWargPit_Chunk1
CreateObject
ObjectNames = BuildingIBWargPitBitA
Offset =X:26.983 Y:26.903 Z:13.466
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBWargPit_Chunk2
CreateObject
ObjectNames = BuildingIBWargPitBitB
Offset =X:-31.512 Y:-11.189 Z:13.466
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBWargPit_Chunk3
CreateObject
ObjectNames = BuildingIBWargPitBitC
Offset =X:-6.848 Y:-36.941 Z:34.921
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBWargPit_Chunk4
CreateObject
ObjectNames = BuildingIBWargPitBitD
Offset =X:-17.465 Y:39.136 Z:13.466
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
;----------------------------IsengardUrukpit--------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBUrukPit_Chunk1
CreateObject
ObjectNames = BuildingIBUrukPitBitA
Offset =X:-15.705 Y:6.34 Z:35.025
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBUrukPit_Chunk2
CreateObject
ObjectNames = BuildingIBUrukPitBitB
Offset =X:-22.662 Y:-16.916 Z:19.515
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBUrukPit_Chunk3
CreateObject
ObjectNames = BuildingIBUrukPitBitC
Offset =X:14.557 Y:12.662 Z:29.136
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
ObjectCreationList OCL_IBUrukPit_Chunk4
CreateObject
ObjectNames = BuildingIBUrukPitBitDh
Offset =X:-16.849 Y:21.709 Z:38.677
Count = 1
Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
DispositionIntensity = 6.0
VelocityScale = 2.0
End
End
; ---------------------------------------------------------------------------------------
; Create GondorFighter out of thin air. Used by the webbed humanoid system when freed.
ObjectCreationList OCL_CreateGondorFighter
CreateObject
ObjectNames = GondorFighter
Count = 1
Disposition = LIKE_EXISTING
RequiresLivePlayer = Yes
IgnoreCommandPointLimit = Yes
InheritScriptingName = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create GondorArcher out of thin air. Used by the webbed humanoid system when freed.
ObjectCreationList OCL_CreateGondorArcher
CreateObject
ObjectNames = GondorArcher
Count = 1
Disposition = LIKE_EXISTING
RequiresLivePlayer = Yes
IgnoreCommandPointLimit = Yes
InheritScriptingName = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create Elven Porter out of thin air. Used by the webbed humanoid system when freed.
ObjectCreationList OCL_CreateElvenPorter
CreateObject
ObjectNames = ElvenPorter
Count = 1
Disposition = LIKE_EXISTING
RequiresLivePlayer = Yes
IgnoreCommandPointLimit = Yes
InheritScriptingName = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create MordorFighter out of thin air. Used by the webbed humanoid system when freed.
ObjectCreationList OCL_CreateMordorFighter
CreateObject
ObjectNames = MordorFighter
Count = 1
Disposition = LIKE_EXISTING
RequiresLivePlayer = Yes
IgnoreCommandPointLimit = Yes
InheritScriptingName = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create MordorArcher out of thin air. Used by the webbed humanoid system when freed.
ObjectCreationList OCL_CreateMordorArcher
CreateObject
ObjectNames = MordorArcher
Count = 1
Disposition = LIKE_EXISTING
RequiresLivePlayer = Yes
IgnoreCommandPointLimit = Yes
InheritScriptingName = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create IsengardBeserker out of thin air. Used by the webbed humanoid system when freed.
ObjectCreationList OCL_CreateIsengardBeserker
CreateObject
ObjectNames = IsengardBeserker
Count = 1
Disposition = LIKE_EXISTING
RequiresLivePlayer = Yes
IgnoreCommandPointLimit = Yes
InheritScriptingName = Yes
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpellBookWildMenAllies
CreateObject
ObjectNames = WildMenAlliesSummonEgg
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
End
End
ObjectCreationList OCL_SpawnWildMenAllies
CreateObject
ObjectNames = IsengardWildmanHorde_Summoned
Count = 4
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 72 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
End
End
; ---------------------------------------------------------------------------------------
; Create Tom Bombadil
ObjectCreationList OCL_SpawnTomBombadilEgg
CreateObject
ObjectNames = TomBombadilSummonEgg
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Gondor Rangers out of thin air.
ObjectCreationList OCL_SpawnTomBombadil
CreateObject
ObjectNames = TomBombadil_Summoned
Count = 1
FadeIn = Yes
FadeTime = 4000
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
DispositionAngle = 120 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Gondor Rangers out of thin air.
ObjectCreationList OCL_SpawnGondorRangersEgg
CreateObject
ObjectNames = GondorRangersSummonEgg
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Gondor Rangers out of thin air.
ObjectCreationList OCL_SpawnGondorRangers
CreateObject
ObjectNames = GondorRangerHorde
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
DispositionAngle = 120 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Elves out of thin air.
ObjectCreationList OCL_SpawnElvenWarriors
CreateObject
ObjectNames = RohanElvenWarriorHorde_Summoned
Count = 3
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 120 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Hobbits out of thin air.
ObjectCreationList OCL_SpawnHobbitsEgg
CreateObject
ObjectNames = HobbitsSummonEgg
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
End
End
// ---------------------------------------------------------------------------------------
// Create A bunch of Hobbits out of thin air.
ObjectCreationList OCL_SpawnHobbits
CreateObject
ObjectNames = RohanHobbitFriendsHorde_Summoned
UseJustBuiltFlag = Yes
Count = 3
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 120 // SpawnAround uses this as the arc between guys
DispositionIntensity = 200 // and this for distance from center
End
CreateObject
ObjectNames = RohanSam_Summoned
UseJustBuiltFlag = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Offset = X:37 Y:-60 Z:0
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 300
End
CreateObject
ObjectNames = RohanFrodo_Summoned
UseJustBuiltFlag = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Offset = X:27 Y:-67 Z:0
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 300
End
CreateObject
ObjectNames = RohanMerry_Summoned
UseJustBuiltFlag = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Offset = X:-65 Y:-5 Z:0
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 200
End
CreateObject
ObjectNames = RohanPippen_Summoned
UseJustBuiltFlag = Yes
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Offset = X:32 Y:60 Z:0
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 40
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Elves out of thin air.
ObjectCreationList OCL_SpawnRohanArchers
CreateObject
ObjectNames = RohanArcher
Count = 12
SpreadFormation = Yes
MinDistanceAFormation = 16.0
MinDistanceBFormation = 24.0
MaxDistanceFormation = 80.0
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Rohirrim out of thin air.
ObjectCreationList OCL_SpawnRohanRohirrim
CreateObject
ObjectNames = RohanRohirrimHorde_Summoned
Count = 5
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 72 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 300 ; and this for distance from center
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Rohirrim out of thin air.
ObjectCreationList OCL_SpawnRohanRohirrimEgg
CreateObject
ObjectNames = SummonRohanRohirrimEgg
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Elves out of thin air.
ObjectCreationList OCL_SpawnEagles
CreateObject
ObjectNames = GondorGwaihir_Summoned
Count = 1
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
Offset = X:15 Y:15 Z:15 ; Up in the air part comes from the Spellbook saying AboveLocation. This is just to spread them a bit.
End
CreateObject
ObjectNames = GondorGwaihir_Summoned
Count = 1
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
Offset = X:-15 Y:15 Z:0
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Ents out of thin air.
ObjectCreationList OCL_SpawnEnts
CreateObject
ObjectNames = RohanEntFir_Summoned RohanEntBirch_Summoned
Count = 4
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 90 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
End
End
; ---------------------------------------------------------------------------------------
; Oathbreaker superweapon
ObjectCreationList OCL_SpawnArmyOfTheDead
CreateObject
ObjectNames = RohanOathbreakerHorde
Count = 1
SpreadFormation = Yes
MinDistanceAFormation = 0.0
MinDistanceBFormation = 0.0
MaxDistanceFormation = 5.0
FadeIn = Yes
FadeTime = 4000
IgnoreCommandPointLimit = Yes
End
; CreateObject
; ObjectNames = GondorAragorn
; Count = 1
; SpreadFormation = Yes
; MinDistanceAFormation = 16.0
; MinDistanceBFormation = 24.0
; MaxDistanceFormation = 80.0
; FadeIn = Yes
; FadeTime = 2000
; IgnoreCommandPointLimit = Yes
; End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_Wyrm
CreateObject
ObjectNames = WyrmEgg
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315 ; pointing 'south east'
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_HatchWyrm
CreateObject
ObjectNames = Wyrm
UseJustBuiltFlag = Yes
JustBuiltDuration = 2100 ; ms, make sure this is on during the appear.
Disposition = RELATIVE_ANGLE
DispositionAngle = 0
StartingBusyTime = 2100
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SummonedDragon
CreateObject
ObjectNames = SummonedDragonEgg
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 235
End
CreateObject
ObjectNames = SummonedDragonEggPlaceHolder
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 235
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SummonedDragonDeathCrush
CreateObject
ObjectNames = SummonedDragonCrusher
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_HatchSummonedDragon
;// NORMAL
CreateObject
ObjectNames = SummonedDragonJH1
UseJustBuiltFlag = Yes
JustBuiltDuration = 3500
InvulnerableTime = 3500
StartingBusyTime = 3500
Disposition = RELATIVE_ANGLE
DispositionAngle = 0
ForbiddenUpgrades = Upgrade_AllFactionUpgrade
End
;// MITHRIL
CreateObject
ObjectNames = SummonedDragon
UseJustBuiltFlag = Yes
JustBuiltDuration = 1666
InvulnerableTime = 1666
StartingBusyTime = 1666
Disposition = RELATIVE_ANGLE
DispositionAngle = 0
FadeIn = Yes
FadeTime = 1666
RequiredUpgrades = Upgrade_AllFactionUpgrade
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_WatcherSummoning
CreateObject
ObjectNames = WatcherEgg
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 235
End
CreateObject
ObjectNames = WatcherEggPlaceHolder
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 235
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_HatchWatcher
CreateObject
ObjectNames = WatcherHead
Count = 1
UseJustBuiltFlag = Yes
Disposition = +RELATIVE_ANGLE -ON_GROUND_ALIGNED
DispositionAngle = 0
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
UseJustBuiltFlag = Yes
Disposition = RELATIVE_ANGLE
DispositionAngle = 22.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
UseJustBuiltFlag = Yes
Disposition = RELATIVE_ANGLE
DispositionAngle = 67.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
UseJustBuiltFlag = Yes
Disposition = RELATIVE_ANGLE
DispositionAngle = 112.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
UseJustBuiltFlag = Yes
Disposition = RELATIVE_ANGLE
DispositionAngle = 157.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
UseJustBuiltFlag = Yes
Disposition = RELATIVE_ANGLE
DispositionAngle = 202.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
UseJustBuiltFlag = Yes
Disposition = RELATIVE_ANGLE
DispositionAngle = 247.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
UseJustBuiltFlag = Yes
Disposition = RELATIVE_ANGLE
DispositionAngle = 292.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
UseJustBuiltFlag = Yes
Disposition = RELATIVE_ANGLE
DispositionAngle = 337.5
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_WatcherCaldera
CreateObject
ObjectNames = WatcherCaldera
Count = 1
UseJustBuiltFlag = Yes
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_PreplacedCompleteWatcher
CreateObject
ObjectNames = WatcherCaldera
Count = 1
End
CreateObject
ObjectNames = WatcherHead
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 0
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 22.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 67.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 112.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 157.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 202.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 247.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 292.5
End
CreateObject
ObjectNames = WatcherHittingArm
Count = 1
Disposition = RELATIVE_ANGLE
DispositionAngle = 337.5
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Dunedain Rangers out of thin air.
ObjectCreationList OCL_SpawnDunedainRangersEgg
CreateObject
ObjectNames = DunedainAlliesSummonEgg
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Dunedain Rangers out of thin air.
ObjectCreationList OCL_SpawnDunedainRangers
CreateObject
ObjectNames = GondorRangerHorde_Summoned
Count = 4
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 90 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 300 ; and this for distance from center
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_WildFireDrakeEgg
; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
CreateObject
ObjectNames = WildFireDrakeEgg
UseJustBuiltFlag = Yes
Count = 1
Disposition = LIKE_EXISTING
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create three fire drakes out of thin air.
ObjectCreationList OCL_SpawnFireDrakes
CreateObject
ObjectNames = WildFireDrake_Summoned
Count = 3
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 120 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ; and this for distance from center
End
End
; ---------------------------------------------------------------------------------------
;ObjectCreationList OCL_SkullTotemEgg
; ; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
; CreateObject
; ObjectNames = SkullTotemEgg
; Count = 1
; Disposition = LIKE_EXISTING
; IgnoreCommandPointLimit = Yes
; OrientInPrimaryDirection = Yes
; OffsetInLocalSpace = Yes
; End
;End
;ObjectCreationList OCL_MountedSkullTotemEgg ; Mounted version
; CreateObject
; ObjectNames = MountedSkullTotemEgg
; Count = 1
; Disposition = LIKE_EXISTING
; IgnoreCommandPointLimit = Yes
; OrientInPrimaryDirection = Yes
; OffsetInLocalSpace = Yes
; End
;End
; ---------------------------------------------------------------------------------------
; Create a skull totem out of thin air.
ObjectCreationList OCL_SpawnSkullTotem
CreateObject
ObjectNames = WildSkullTotem
Count = 1
Offset = X:15.583 Y:1.142 Z:0
FadeIn = No
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
IgnoreCommandPointLimit = Yes
OrientInPrimaryDirection = Yes
OffsetInLocalSpace = Yes
End
End
ObjectCreationList OCL_SpawnMountedSkullTotem ; Mounted version
CreateObject
ObjectNames = WildSkullTotem
Count = 1
Offset = X:35.477 Y:2.898 Z:0
FadeIn = No
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
IgnoreCommandPointLimit = Yes
OrientInPrimaryDirection = Yes
OffsetInLocalSpace = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Men of Dale guys out of thin air.
ObjectCreationList OCL_SpawnMenOfDaleEgg
CreateObject
ObjectNames = DwarvenMenOfDaleAlliesSummonEgg
IgnoreCommandPointLimit = Yes
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of Men of Dale guys out of thin air.
ObjectCreationList OCL_SpawnMenOfDale
CreateObject
ObjectNames = DwarvenMenOfDaleHorde_Summoned
Count = 3
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 120 ;SpawnAround uses this as the arc between guys
DispositionIntensity = 250 ; and this for distance from center
End
End
;// ---------------------------------------------------------------------------------------
;// Create A bunch of Spiderlings out of thin air.
ObjectCreationList OCL_SpawnSpiderlingsEgg
CreateObject
ObjectNames = SpiderlingsSummonEgg
Count = 8
FadeIn = Yes
FadeTime = 3000
IgnoreCommandPointLimit = Yes
Disposition = SPAWN_AROUND
DispositionAngle = 45 ;//SpawnAround uses this as the arc between guys
DispositionIntensity = 200 ;//and this for distance from center
End
End
;// ---------------------------------------------------------------------------------------
;// Create A bunch of Spiderlings out of thin air.
ObjectCreationList OCL_SpawnSpiderlings
CreateObject
ObjectNames = WildSpiderling_Summoned
Count = 1
FadeIn = Yes
FadeTime = 1000
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create A large troll.
ObjectCreationList OCL_SpawnHugeTroll
CreateObject
ObjectNames = CaveTroll_Huge
Count = 1
SpreadFormation = No
FadeIn = No
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
; Create A bunch of giant spiders out of thin air.
ObjectCreationList OCL_SpawnGiantSpiders
CreateObject
ObjectNames = GiantSpider_Small
Count = 6
SpreadFormation = Yes
MinDistanceAFormation = 0.0
MinDistanceBFormation = 10.0
MaxDistanceFormation = 45.0
FadeIn = No
IgnoreCommandPointLimit = Yes
End
End
; ---------------------------------------------------------------------------------------
;
ObjectCreationList OCL_SpawnTreasureChestPeasant
CreateObject
ObjectNames = TreasureChest1
Count = 1
SpreadFormation = No
MinDistanceAFormation = 50.0
MinDistanceBFormation = 60.0
MaxDistanceFormation = 80.0
FadeIn = No
IgnoreAllObjects = Yes
InvulnerableTime = 3000 ; This is the amount of time before we can pick this crate up.
End
End
; ---------------------------------------------------------------------------------------
;
ObjectCreationList OCL_SpawnTreasureChestMEEd
CreateObject
ObjectNames = TreasureChestMEEd
Count = 1
SpreadFormation = No
MinDistanceAFormation = 50.0
MinDistanceBFormation = 60.0
MaxDistanceFormation = 80.0
FadeIn = No
IgnoreAllObjects = Yes
InvulnerableTime = 3000 ; This is the amount of time before we can pick this crate up.
End
End
; ---------------------------------------------------------------------------------------
;
ObjectCreationList OCL_SpawnLairTreasure
CreateObject
ObjectNames = TreasureChest1
Count = 4
SpreadFormation = Yes
MinDistanceAFormation = 50.0
MinDistanceBFormation = 60.0
MaxDistanceFormation = 80.0
FadeIn = No
IgnoreAllObjects = Yes
InvulnerableTime = 3000 ; This is the amount of time before we can pick this crate up.
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpawnLairTreasure_Medium
CreateObject
ObjectNames = TreasureChest1
Count = 2
SpreadFormation = Yes
MinDistanceAFormation = 50.0
MinDistanceBFormation = 60.0
MaxDistanceFormation = 80.0
FadeIn = No
IgnoreAllObjects = Yes
InvulnerableTime = 3000 ; This is the amount of time before we can pick this crate up.
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SpawnLairTreasure_Small
CreateObject
ObjectNames = TreasureChest1
Count = 2
SpreadFormation = Yes
MinDistanceAFormation = 50.0
MinDistanceBFormation = 60.0
MaxDistanceFormation = 80.0
FadeIn = No
IgnoreAllObjects = Yes
InvulnerableTime = 3000 ; This is the amount of time before we can pick this crate up.
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ElvenWoodSeed
CreateObject
ObjectNames = ElvenWoodTreeSeed
Count = 4
SpreadFormation = Yes
MinDistanceAFormation = 10.0
MinDistanceBFormation = 150.0
MaxDistanceFormation = 150.0
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ElvenWoodTree
CreateObject
ObjectNames = ElvenWoodTree
Count = 1
SpreadFormation = No
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ElvenWoodGrass
CreateObject
ObjectNames = ElvenWoodGrass
Count = 1
SpreadFormation = No
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ElvenWoodFlowerGrass
CreateObject
ObjectNames = ElvenWoodFlowerGrass
Count = 1
SpreadFormation = No
End
End
; ---------------------------------------------------------------------------------------
; The object that spawns the ElvenWoodOptTree once the birth anim is completed
ObjectCreationList OCL_ElvenWoodTreeSpawn
CreateObject
ObjectNames = ElvenWoodTreeOpt
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; The object that spawns the ElvenWoodGrassOpt once the birth anim is completed
ObjectCreationList OCL_ElvenWoodGrassSpawn
CreateObject
ObjectNames = ElvenWoodGrassOpt
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; The object that spawns the ElvenWoodFlowerGrassOpt once the birth anim is completed
ObjectCreationList OCL_ElvenWoodFlowerGrassSpawn
CreateObject
ObjectNames = ElvenWoodFlowerGrassOpt
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TaintSeed
CreateObject
ObjectNames = TaintTreeSeed
Count = 10
SpreadFormation = Yes
MinDistanceAFormation = 10.0
MinDistanceBFormation = 60.0
MaxDistanceFormation = 70.0
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TaintTree
CreateObject
ObjectNames = TaintTree
Count = 1
SpreadFormation = No
End
End
; ---------------------------------------------------------------------------------------
; The object that spawns the TaintOptTree once the birth anim is completed
ObjectCreationList OCL_TaintTreeSpawn
CreateObject
ObjectNames = TaintTreeOpt
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
; MBMMTower Rubble created so it will invalidate the area it collapses on
ObjectCreationList OCL_MBMMTower
CreateObject
ObjectNames = MBMMTowerRubble
Count = 1
Disposition = LIKE_EXISTING
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList SpecialPowerPalantirVision
CreateObject
ObjectNames = PalantirVisionPing
Count = 1
ParticleSystem = PalantirVisionReveal
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SarumanLightningBlastLighting
CreateObject
ObjectNames = SarumanLightning
Count = 1
ParticleSystem = SarumanLightningHit02
End
End
// ---------------------------------------------------------------------------------------
ObjectCreationList SpecialPowerIvoryTowerVision
CreateObject
ObjectNames = IvoryTowerVisionPing
Count = 1
End
End
ObjectCreationList OCL_HealSpellHordeReplenishPing
CreateObject
ObjectNames = HealSpellHordeReplenishPing
Count = 1
End
End
ObjectCreationList OCL_SpecialPowerFarSeeing
CreateObject
ObjectNames = FarSeeingPing
Count = 1
ParticleSystem = FarSeeingElement
End
End
;------------------------------------
ObjectCreationList OCL_SpecialPowerEnshroudingMist
CreateObject
ObjectNames = EnshroudingMistPing
Disposition = ON_GROUND_ALIGNED USE_WATER_SURFACE USE_CLIFF
Count = 1
ParticleSystem = EnshroudingMist02
End
End
;------------------------------------
ObjectCreationList OCL_SpecialPowerSunflare
CreateObject
ObjectNames = SunflareSunbeam
Count = 1
;ParticleSystem = EnshroudingMist
End
End
;------------------------------------
ObjectCreationList OCL_SpawnLairTreasure_Small_GAP_OF_ROHAN
CreateObject
ObjectNames = TreasureChest1
Count = 1
SpreadFormation = Yes
MinDistanceAFormation = 1.0
MinDistanceBFormation = 1.0
MaxDistanceFormation = 1.0
FadeIn = No
IgnoreAllObjects = Yes
InvulnerableTime = 3000 ; This is the amount of time before we can pick this crate up.
End
End
;------------------------------------
ObjectCreationList OCL_SpawnLairTreasure_Small_PELARGIR
CreateObject
ObjectNames = TreasureChest1
Count = 1
SpreadFormation = Yes
MinDistanceAFormation = 1.0
MinDistanceBFormation = 1.0
MaxDistanceFormation = 1.0
FadeIn = No
IgnoreAllObjects = Yes
InvulnerableTime = 3000 ; This is the amount of time before we can pick this crate up.
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TheOneRing
CreateObject
ObjectNames = TheDroppedRing
Count = 1
SpreadFormation = No
IgnoreAllObjects = Yes
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TheRingStealer
CreateObject
ObjectNames = NeutralGollum_RingStealer
Count = 1
DestinationPlayer = PlyrCreeps
WaypointSpawnPoints = SpawnPoint_SkirmishGollum_ ; Spawn on existing waypoints
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TheRingCarrier
CreateObject
ObjectNames = NeutralGollum_RingHero
Count = 1
DestinationPlayer = PlyrCreeps
WaypointSpawnPoints = SpawnPoint_SkirmishGollum_ ; Spawn on existing waypoints
End
End
ObjectCreationList OCL_BoatDeathSplashFront
CreateObject
ObjectNames = BoatDeathSplash
Count = 1
Offset = X:40 Y:0 Z:0
End
End
ObjectCreationList OCL_BoatDeathSplashBack
CreateObject
ObjectNames = BoatDeathSplash
Count = 1
Offset = X:-40 Y:0 Z:0
End
End
ObjectCreationList OCL_FiresOfDoom
CreateObject
ObjectNames = TheFiresOfDoom
End
End
;---------------------------------------------------------------------------------------------------------------------
ObjectCreationList OCL_GoldenArrowDaylight
CreateObject
ObjectNames = HaldirGoldenArrowDaylight
End
End
;---------------------------------------------------------------------------------------------------------------------
ObjectCreationList OCL_GlorfindelStarlightObject
CreateObject
ObjectNames = GlorfindelStarlightObject
End
End
;----------------------------------------------------------this is for Evil Erebor XoXo AH----------------------------
ObjectCreationList OCL_SpawnRefugeeTreasure
CreateObject
ObjectNames = TreasureChest1
Count = 1
SpreadFormation = Yes
MinDistanceAFormation = 10.0
MinDistanceBFormation = 20.0
MaxDistanceFormation = 20.0
FadeIn = No
IgnoreAllObjects = Yes
InvulnerableTime = 3000 ; This is the amount of time before we can pick this crate up.
End
End
;--------------------------------Become Undead----------------------------
ObjectCreationList OCL_BecomeUndead
CreateObject
ObjectNames = BarrowWight
Count = 1
FadeIn = No
End
End
//---------------------------------------------------------------------------------------
// CREATE A HERO SECTION
//---------------------------------------------------------------------------------------
// Hero of the West Summon Allies
// GondorKnightHorde_Summoned
// GondorArcherHorde_Summoned
// GondorTowerShieldGuardHorde_Summoned
// GondorFighterHorde_Summoned
// Create A bunch of Rohirrim out of thin air.
ObjectCreationList OCL_CreateAHeroHotWSpawnAllies_Level1
CreateObject
ObjectNames = GondorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
End
End
ObjectCreationList OCL_CreateAHeroHotWSpawnAllies_Level2
CreateObject
ObjectNames = GondorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:20 Y:-20 Z:0
End
CreateObject
ObjectNames = GondorArcherHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-20 Y:20 Z:0
End
End
ObjectCreationList OCL_CreateAHeroHotWSpawnAllies_Level3
CreateObject
ObjectNames = GondorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:40 Y:-10 Z:0
End
CreateObject
ObjectNames = GondorArcherHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-20 Y:20 Z:0
End
CreateObject
ObjectNames = GondorTowerShieldGuardHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:10 Y:-40 Z:0
End
End
ObjectCreationList OCL_CreateAHeroHotWSpawnAllies_Level4
CreateObject
ObjectNames = GondorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-40 Y:-10 Z:0
End
CreateObject
ObjectNames = GondorArcherHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-40 Y:40 Z:0
End
CreateObject
ObjectNames = GondorTowerShieldGuardHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:10 Y:-40 Z:0
End
CreateObject
ObjectNames = GondorKnightHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:40 Y:-10 Z:0
End
End
// Servant of Sauron Summon Allies
ObjectCreationList OCL_CreateAHeroSoSSpawnAllies_Level1
CreateObject
ObjectNames = MordorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
End
End
ObjectCreationList OCL_CreateAHeroSoSSpawnAllies_Level2
CreateObject
ObjectNames = MordorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
End
CreateObject
ObjectNames = MordorCaveTroll_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
End
End
ObjectCreationList OCL_CreateAHeroSoSSpawnAllies_Level3
CreateObject
ObjectNames = MordorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:10 Y:10 Z:0
End
CreateObject
ObjectNames = MordorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-10 Y:-10 Z:0
End
CreateObject
ObjectNames = MordorAttackTroll_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-20 Y:20 Z:0
End
End
ObjectCreationList OCL_CreateAHeroSoSSpawnAllies_Level4
CreateObject
ObjectNames = MordorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:10 Y:10 Z:0
End
CreateObject
ObjectNames = MordorFighterHorde_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-10 Y:10 Z:0
End
CreateObject
ObjectNames = MordorAttackTroll_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:-20 Y:20 Z:0
End
CreateObject
ObjectNames = WildMountainGiant_Summoned
Count = 1
FadeIn = Yes
FadeTime = 8000
IgnoreCommandPointLimit = Yes
Disposition = ABSOLUTE_ANGLE
DispositionAngle = 315
UseJustBuiltFlag = Yes
StartingBusyTime = 5000
Offset = X:20 Y:20 Z:0
End
End
ObjectCreationList OCL_CreateAHeroSpawnSpy_Level1
CreateObject
ObjectNames = Level1Spy
Count = 1
End
End
// Spy
ObjectCreationList OCL_CreateAHeroSpawnSpy_Level2
CreateObject
ObjectNames = Level2Spy
Count = 1
End
End
// Oil Fire
ObjectCreationList OCL_CreateAHeroOilFire_Level1
CreateObject
ObjectNames = CreateAHeroOilDrum_Level1
Count = 1
End
End
ObjectCreationList OCL_CreateAHeroOilFire_Level2
CreateObject
ObjectNames = CreateAHeroOilDrum_Level2
Count = 1
End
End
ObjectCreationList OCL_CreateAHeroOilFire_Level3
CreateObject
ObjectNames = CreateAHeroOilDrum_Level3
Count = 1
End
End
// Summon Familiar
ObjectCreationList OCL_CreateAHeroSummonFamiliar_Level1
CreateObject
ObjectNames = CreateAHeroFamiliar_Level1
Count = 1
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
End
End
ObjectCreationList OCL_CreateAHeroSummonFamiliar_Level2
CreateObject
ObjectNames = CreateAHeroFamiliar_Level2
Count = 1
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
End
End
ObjectCreationList OCL_CreateAHeroSummonFamiliar_Level3
CreateObject
ObjectNames = CreateAHeroFamiliar_Level3
Count = 1
FadeIn = Yes
FadeTime = 2000
IgnoreCommandPointLimit = Yes
End
End
ObjectCreationList OCL_CreateAHeroBombardSeed_Level1
CreateObject
ObjectNames = SpellBookBombardSeed
Count = CREATE_A_HERO_BOMBARD_COUNT_L1
SpreadFormation = Yes
MinDistanceAFormation = 10.0
MinDistanceBFormation = 150.0
MaxDistanceFormation = 150.0
End
End
ObjectCreationList OCL_CreateAHeroBombardSeed_Level2
CreateObject
ObjectNames = SpellBookBombardSeed
Count = CREATE_A_HERO_BOMBARD_COUNT_L2
SpreadFormation = Yes
MinDistanceAFormation = 10.0
MinDistanceBFormation = 150.0
MaxDistanceFormation = 150.0
End
End
ObjectCreationList OCL_CreateAHeroBombardSeed_Level3
CreateObject
ObjectNames = SpellBookBombardSeed
Count = CREATE_A_HERO_BOMBARD_COUNT_L3
SpreadFormation = Yes
MinDistanceAFormation = 10.0
MinDistanceBFormation = 150.0
MaxDistanceFormation = 150.0
End
End
ObjectCreationList OCL_CreateAHeroSpawnTornado_Level1
CreateObject
ObjectNames = CreateAHeroTornado_Level1
Count = 1
FadeIn = Yes
FadeTime = 2000
End
End
ObjectCreationList OCL_CreateAHeroSpawnTornado_Level2
CreateObject
ObjectNames = CreateAHeroTornado_Level2
Count = 1
FadeIn = Yes
FadeTime = 2000
End
End
ObjectCreationList OCL_CreateAHeroSpawnTornado_Level3
CreateObject
ObjectNames = CreateAHeroTornado_Level3
Count = 1
FadeIn = Yes
FadeTime = 2000
End
End
//---------------------------------------------------------------------------------------
// CREATE A HERO SECTION
//---------------------------------------------------------------------------------------