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Text File  |  2006-01-31  |  281KB  |  8,939 lines

  1. ;//////////////////////////////////////////////////////////////////////////////
  2. ;FILE: ObjectCreationList.ini (SYSTEM) ////////////////////////////////////////
  3. ;//////////////////////////////////////////////////////////////////////////////
  4.  
  5.  
  6.  
  7. ; ---------------------------------------------------------------------------------------
  8. ; The Bits that are thrown off from the damaged buildings
  9. ObjectCreationList OCL_CritterRabbit
  10.   CreateObject
  11.     ObjectNames = Chicken
  12.   End
  13. End
  14.  
  15. ; ---------------------------------------------------------------------------------------
  16. ; The Bits that are thrown off from the damaged buildings
  17. ObjectCreationList OCL_Gen01_Chunk1
  18.   CreateObject
  19.     ObjectNames = BuildingGen01BitA
  20.     Offset = X:7.3272 Y:3.872 Z:45.7192
  21.     Count = 1
  22.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  23.     DispositionIntensity = 6.0
  24.     VelocityScale = 2.0
  25.   End
  26. End
  27.  
  28.  
  29. ; ---------------------------------------------------------------------------------------
  30. ; The Bits that are thrown off from the damaged buildings
  31. ObjectCreationList OCL_MinWallA_Front
  32.   CreateObject
  33.     ObjectNames = GBMinwallA_D2a
  34.     Offset = X:35.874 Y:000.763 Z:37.905
  35.     Count = 1
  36.     Disposition =  BUILDING_CHUNKS LIKE_EXISTING
  37.     DispositionIntensity = 6.0
  38.     VelocityScale = 2.0
  39.   End
  40. End
  41. ObjectCreationList OCL_MinWallA_Back
  42.   CreateObject
  43.     ObjectNames = GBMinwallA_D2b
  44.     Offset = X:11.924    Y:-59.744    Z:27.511
  45.     Count = 1
  46.     Disposition =  BUILDING_CHUNKS LIKE_EXISTING
  47.     DispositionIntensity = 6.0
  48.     VelocityScale = 2.0
  49.   End
  50. End
  51. ObjectCreationList OCL_MinWallA_Left
  52.   CreateObject
  53.     ObjectNames = GBMinwallA_D2c
  54.     Offset = X:21.100    Y:035.070    Z:30.565
  55.     Count = 1
  56.     Disposition =  BUILDING_CHUNKS LIKE_EXISTING
  57.     DispositionIntensity = 6.0
  58.     VelocityScale = 2.0
  59.   End
  60. End
  61. ObjectCreationList OCL_MinWallA_Right
  62.   CreateObject
  63.     ObjectNames = GBMinwallA_D2d
  64.     Offset = X:08.582    Y:062.559    Z:27.502
  65.     Count = 1
  66.     Disposition =  BUILDING_CHUNKS LIKE_EXISTING
  67.     DispositionIntensity = 6.0
  68.     VelocityScale = 2.0
  69.   End
  70. End
  71.  
  72. ObjectCreationList OCL_MinWallA_BOOKEND_Left
  73.   CreateObject
  74.     ObjectNames = MinasWallA_BOOKEND
  75.     Offset = X:-23.04 Y:111.224 Z:0.0  
  76.     Count = 1
  77.     Disposition =  LIKE_EXISTING
  78.   End
  79. End
  80. ObjectCreationList OCL_MinWallA_BOOKEND_Right
  81.   CreateObject
  82.     ObjectNames = MinasWallA_BOOKEND
  83.     Offset = X:-23.04 Y:-111.224 Z:0.0
  84.     Count = 1
  85.     Disposition =  LIKE_EXISTING
  86.   End
  87. End
  88.  
  89.  
  90.  
  91.  
  92. ; ---------------------------------------------------------------------------------------
  93. ; The Bits that are thrown off from the damaged buildings
  94. ObjectCreationList OCL_Gen01_Chunk2
  95.   CreateObject
  96.     ObjectNames = BuildingGen01BitB
  97.     Offset = X:7.2456 Y:-33.0424 Z:45.7192
  98.     Count = 1
  99.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  100.     DispositionIntensity = 6.0
  101.     VelocityScale = 2.0
  102.   End
  103. End
  104.  
  105. ; ---------------------------------------------------------------------------------------
  106. ; The Bits that are thrown off from the damaged buildings
  107. ObjectCreationList OCL_Gen01_Chunk3
  108.   CreateObject
  109.     ObjectNames = BuildingGen01BitC
  110.     Offset =X:-2.3488 Y:-14.5848 Z:62.0760
  111.     Count = 1
  112.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  113.     DispositionIntensity = 6.0
  114.     VelocityScale = 2.0
  115.   End
  116. End
  117.  
  118. ; ---------------------------------------------------------------------------------------
  119. ; The Bits that are thrown off from the damaged buildings
  120. ObjectCreationList OCL_Gen01_Chunk4
  121.   CreateObject
  122.     ObjectNames = BuildingGen01BitD
  123.     Offset = X:-3.6248 Y:31.8864 Z:36.4424
  124.     Count = 1
  125.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  126.     DispositionIntensity = 6.0
  127.     VelocityScale = 2.0
  128.   End
  129. End
  130.  
  131. ; ---------------------------------------------------------------------------------------
  132. ; The Bits that are thrown off from the damaged buildings
  133. ObjectCreationList OCL_Gen02_Chunk1
  134.   CreateObject
  135.     ObjectNames = BuildingGen02BitA
  136.     Offset = X:-0.2432 Y:5.112 Z:57.2552
  137.     Count = 1
  138.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  139.     DispositionIntensity = 6.0
  140.     VelocityScale = 2.0
  141.   End
  142. End
  143.  
  144. ; ---------------------------------------------------------------------------------------
  145. ; The Bits that are thrown off from the damaged buildings
  146. ObjectCreationList OCL_Gen02_Chunk2
  147.   CreateObject
  148.     ObjectNames = BuildingGen02BitB
  149.     Offset = X:6.6816 Y:0.1696 Z:42.32
  150.     Count = 1
  151.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  152.     DispositionIntensity = 6.0
  153.     VelocityScale = 2.0
  154.   End
  155. End
  156.  
  157. ; ---------------------------------------------------------------------------------------
  158. ; The Bits that are thrown off from the damaged buildings
  159. ObjectCreationList OCL_Gen02_Chunk3
  160.   CreateObject
  161.     ObjectNames = BuildingGen02BitC
  162.     Offset = X:8.6336 Y:-7.2648 Z:37.5816
  163.     Count = 1
  164.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  165.     DispositionIntensity = 6.0
  166.     VelocityScale = 2.0
  167.   End
  168. End
  169.  
  170. ; ---------------------------------------------------------------------------------------
  171. ; The Bits that are thrown off from the damaged buildings
  172. ObjectCreationList OCL_Gen02_Chunk4
  173.   CreateObject
  174.     ObjectNames = BuildingGen02BitD
  175.     Offset = X:-8.9976 Y:-7.2648 Z:39.064
  176.     Count = 1
  177.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  178.     DispositionIntensity = 6.0
  179.     VelocityScale = 2.0
  180.   End
  181. End
  182.  
  183. ; ---------------------------------------------------------------------------------------
  184. ; The Bits that are thrown off from the damaged buildings
  185. ObjectCreationList OCL_Gen03_Chunk1
  186.   CreateObject
  187.     ObjectNames = BuildingGen03BitA
  188.     Offset = X:0.0 Y:0.0 Z:78.2792
  189.     Count = 1
  190.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  191.     DispositionIntensity = 6.0
  192.     VelocityScale = 2.0
  193.   End
  194. End
  195.  
  196. ; ---------------------------------------------------------------------------------------
  197. ; The Bits that are thrown off from the damaged buildings
  198. ObjectCreationList OCL_Gen03_Chunk2
  199.   CreateObject
  200.     ObjectNames = BuildingGen03BitB
  201.     Offset = X:-9.9416 Y:12.0104 Z:37.8896
  202.     Count = 1
  203.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  204.     DispositionIntensity = 6.0
  205.     VelocityScale = 2.0
  206.   End
  207. End
  208.  
  209. ; ---------------------------------------------------------------------------------------
  210. ; The Bits that are thrown off from the damaged buildings
  211. ObjectCreationList OCL_Gen03_Chunk3
  212.   CreateObject
  213.     ObjectNames = BuildingGen03BitC
  214.     Offset = X:0.0 Y:-6.1376 Z:45.1616
  215.     Count = 1
  216.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  217.     DispositionIntensity = 6.0
  218.     VelocityScale = 2.0
  219.   End
  220. End
  221.  
  222. ; ---------------------------------------------------------------------------------------
  223. ; The Bits that are thrown off from the damaged buildings
  224. ObjectCreationList OCL_Gen03_Chunk4
  225.   CreateObject
  226.     ObjectNames = BuildingGen03BitD
  227.     Offset = X:11.0584 Y:17.3008 Z:23.4416
  228.     Count = 1
  229.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  230.     DispositionIntensity = 6.0
  231.     VelocityScale = 2.0
  232.   End
  233. End
  234.  
  235. ; ---------------------------------------------------------------------------------------
  236. ; The Bits that are thrown off from the damaged buildings
  237. ObjectCreationList OCL_Gen04_Chunk1
  238.   CreateObject
  239.     ObjectNames = BuildingGen04BitA
  240.     Offset = X:-2.5728 Y:2.6752 Z:60.9088
  241.     Count = 1
  242.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  243.     DispositionIntensity = 6.0
  244.     VelocityScale = 2.0
  245.   End
  246. End
  247.  
  248. ; ---------------------------------------------------------------------------------------
  249. ; The Bits that are thrown off from the damaged buildings
  250. ObjectCreationList OCL_Gen04_Chunk2
  251.   CreateObject
  252.     ObjectNames = BuildingGen04BitB
  253.     Offset = X:2.7944 Y:-2.6760 Z:40.4648
  254.     Count = 1
  255.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  256.     DispositionIntensity = 6.0
  257.     VelocityScale = 2.0
  258.   End
  259. End
  260.  
  261. ; ---------------------------------------------------------------------------------------
  262. ; The Bits that are thrown off from the damaged buildings
  263. ObjectCreationList OCL_Gen04_Chunk3
  264.   CreateObject
  265.     ObjectNames = BuildingGen04BitC
  266.     Offset = X:-3.752 Y:-3.8520 Z:52.1888
  267.     Count = 1
  268.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  269.     DispositionIntensity = 6.0
  270.     VelocityScale = 2.0
  271.   End
  272. End
  273.  
  274. ; ---------------------------------------------------------------------------------------
  275. ; The Bits that are thrown off from the damaged buildings
  276. ObjectCreationList OCL_Gen04_Chunk4
  277.   CreateObject
  278.     ObjectNames = BuildingGen04BitD
  279.     Offset = X:0.06384 Y:7.7696 Z:40.4648
  280.     Count = 1
  281.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  282.     DispositionIntensity = 6.0
  283.     VelocityScale = 2.0
  284.   End
  285. End
  286.  
  287. ; ---------------------------------------------------------------------------------------
  288. ; The Bits that are thrown off from the damaged buildings
  289. ObjectCreationList OCL_Gen05_Chunk1
  290.   CreateObject
  291.     ObjectNames = BuildingGen05BitA
  292.     Offset = X:-1.0576 Y:-29.496 Z:53.096
  293.     Count = 1
  294.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  295.     DispositionIntensity = 6.0
  296.     VelocityScale = 2.0
  297.   End
  298. End
  299.  
  300. ; ---------------------------------------------------------------------------------------
  301. ; The Bits that are thrown off from the damaged buildings
  302. ObjectCreationList OCL_Gen05_Chunk2
  303.   CreateObject
  304.     ObjectNames = BuildingGen05BitB
  305.     Offset = X:-0.0224 Y:0.0 Z:17.8600
  306.     Count = 1
  307.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  308.     DispositionIntensity = 6.0
  309.     VelocityScale = 2.0
  310.   End
  311. End
  312.  
  313. ; ---------------------------------------------------------------------------------------
  314. ; The Bits that are thrown off from the damaged buildings
  315. ObjectCreationList OCL_Gen05_Chunk3
  316.   CreateObject
  317.     ObjectNames = BuildingGen05BitC
  318.     Offset = X:3.3312 Y:29.688 Z:50.3000
  319.     Count = 1
  320.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  321.     DispositionIntensity = 6.0
  322.     VelocityScale = 2.0
  323.   End
  324. End
  325.  
  326. ; ---------------------------------------------------------------------------------------
  327. ; The Bits that are thrown off from the damaged buildings
  328. ObjectCreationList OCL_Gen05_Chunk4
  329.   CreateObject
  330.     ObjectNames = BuildingGen05BitD
  331.     Offset = X:-3.0672 Y:21.5656 Z:53.096
  332.     Count = 1
  333.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  334.     DispositionIntensity = 6.0
  335.     VelocityScale = 2.0
  336.   End
  337. End
  338.  
  339. ; ---------------------------------------------------------------------------------------
  340. ; The Bits that are thrown off from the damaged buildings
  341. ObjectCreationList OCL_Gen06_Chunk1
  342.   CreateObject
  343.     ObjectNames = BuildingGen06BitA
  344.     Offset = X:4.0488 Y:0.0 Z:36.6776
  345.     Count = 1
  346.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  347.     DispositionIntensity = 6.0
  348.     VelocityScale = 2.0
  349.   End
  350. End
  351.  
  352. ; ---------------------------------------------------------------------------------------
  353. ; The Bits that are thrown off from the damaged buildings
  354. ObjectCreationList OCL_Gen06_Chunk2
  355.   CreateObject
  356.     ObjectNames = BuildingGen06BitB
  357.     Offset = X:-3.1768 Y:-3.0984 Z:24.5536
  358.     Count = 1
  359.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  360.     DispositionIntensity = 6.0
  361.     VelocityScale = 2.0
  362.   End
  363. End
  364.  
  365. ; ---------------------------------------------------------------------------------------
  366. ; The Bits that are thrown off from the damaged buildings
  367. ObjectCreationList OCL_Gen06_Chunk3
  368.   CreateObject
  369.     ObjectNames = BuildingGen06BitC
  370.     Offset = X:-3.6208 Y:3.1864 Z:36.6776
  371.     Count = 1
  372.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  373.     DispositionIntensity = 6.0
  374.     VelocityScale = 2.0
  375.   End
  376. End
  377.  
  378. ; ---------------------------------------------------------------------------------------
  379. ; The Bits that are thrown off from the damaged buildings
  380. ObjectCreationList OCL_Gen06_Chunk4
  381.   CreateObject
  382.     ObjectNames = BuildingGen06BitD
  383.     Offset = X:3.3792 Y:-5.9152 Z:36.6776
  384.     Count = 1
  385.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  386.     DispositionIntensity = 6.0
  387.     VelocityScale = 2.0
  388.   End
  389. End
  390.  
  391. ; ---------------------------------------------------------------------------------------
  392. ; The Bits that are thrown off from the damaged buildings
  393. ObjectCreationList OCL_Gen07_Chunk1
  394.   CreateObject
  395.     ObjectNames = BuildingGen07BitA
  396.     Offset = X:1.096 Y:13.2352 Z:49.2048
  397.     Count = 1
  398.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  399.     DispositionIntensity = 6.0
  400.     VelocityScale = 2.0
  401.   End
  402. End
  403.  
  404. ; ---------------------------------------------------------------------------------------
  405. ; The Bits that are thrown off from the damaged buildings
  406. ObjectCreationList OCL_Gen07_Chunk2
  407.   CreateObject
  408.     ObjectNames = BuildingGen07BitB
  409.     Offset = X:2.2976 Y:12.4064 Z:46.80
  410.     Count = 1
  411.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  412.     DispositionIntensity = 6.0
  413.     VelocityScale = 2.0
  414.   End
  415. End
  416.  
  417. ; ---------------------------------------------------------------------------------------
  418. ; The Bits that are thrown off from the damaged buildings
  419. ObjectCreationList OCL_Gen07_Chunk3
  420.   CreateObject
  421.     ObjectNames = BuildingGen07BitC
  422.     Offset = X:3.4992 Y:-7.128 Z:47.7944
  423.     Count = 1
  424.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  425.     DispositionIntensity = 6.0
  426.     VelocityScale = 2.0
  427.   End
  428. End
  429.  
  430. ; ---------------------------------------------------------------------------------------
  431. ; The Bits that are thrown off from the damaged buildings
  432. ObjectCreationList OCL_Gen07_Chunk4
  433.   CreateObject
  434.     ObjectNames = BuildingGen07BitD
  435.     Offset =X:-2.8976 Y:-12.4600 Z:48.40
  436.     Count = 1
  437.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  438.     DispositionIntensity = 6.0
  439.     VelocityScale = 2.0
  440.   End
  441. End
  442.  
  443. ; ---------------------------------------------------------------------------------------
  444. ; The Bits that are thrown off from the damaged buildings
  445. ObjectCreationList OCL_Gen08_Chunk1
  446.   CreateObject
  447.     ObjectNames = BuildingGen08BitA
  448.     Offset = X:-4.0 Y:-13.6 Z:48.8
  449.     Count = 1
  450.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  451.     DispositionIntensity = 6.0
  452.     VelocityScale = 2.0
  453.   End
  454. End
  455.  
  456. ; ---------------------------------------------------------------------------------------
  457. ; The Bits that are thrown off from the damaged buildings
  458. ObjectCreationList OCL_Gen08_Chunk2
  459.   CreateObject
  460.     ObjectNames = BuildingGen08BitB
  461.     Offset = X:-4.0 Y:-4.0 Z:48.8
  462.     Count = 1
  463.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  464.     DispositionIntensity = 6.0
  465.     VelocityScale = 2.0
  466.   End
  467. End
  468.  
  469. ; ---------------------------------------------------------------------------------------
  470. ; The Bits that are thrown off from the damaged buildings
  471. ObjectCreationList OCL_Gen08_Chunk3
  472.   CreateObject
  473.     ObjectNames = BuildingGen08BitC
  474.     Offset = X:-8.0 Y:-19.2 Z:24.0
  475.     Count = 1
  476.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  477.     DispositionIntensity = 6.0
  478.     VelocityScale = 2.0
  479.   End
  480. End
  481.  
  482. ; ---------------------------------------------------------------------------------------
  483. ; The Bits that are thrown off from the damaged buildings
  484. ObjectCreationList OCL_Gen08_Chunk4
  485.   CreateObject
  486.     ObjectNames = BuildingGen08BitD
  487.     Offset = X:0.0 Y:17.6 Z:9.6
  488.     Count = 1
  489.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  490.     DispositionIntensity = 6.0
  491.     VelocityScale = 2.0
  492.   End
  493. End
  494.  
  495. ; ---------------------------------------------------------------------------------------
  496. ; The Bits that are thrown off from the damaged buildings
  497. ObjectCreationList OCL_Gen09_Chunk1
  498.   CreateObject
  499.     ObjectNames = BuildingGen09BitA
  500.     Offset = X:0.0296 Y:0.0 Z:54.5328
  501.     Count = 1
  502.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  503.     DispositionIntensity = 6.0
  504.     VelocityScale = 2.0
  505.   End
  506. End
  507.  
  508. ; ---------------------------------------------------------------------------------------
  509. ; The Bits that are thrown off from the damaged buildings
  510. ObjectCreationList OCL_Gen09_Chunk2
  511.   CreateObject
  512.     ObjectNames = BuildingGen09BitB
  513.     Offset = X:7.2504 Y:13.0088 Z:21.3320
  514.     Count = 1
  515.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  516.     DispositionIntensity = 6.0
  517.     VelocityScale = 2.0
  518.   End
  519. End
  520.  
  521. ; ---------------------------------------------------------------------------------------
  522. ; The Bits that are thrown off from the damaged buildings
  523. ObjectCreationList OCL_Gen09_Chunk3
  524.   CreateObject
  525.     ObjectNames = BuildingGen09BitC
  526.     Offset = X:2.9896 Y:-15.5824 Z:36.8824
  527.     Count = 1
  528.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  529.     DispositionIntensity = 6.0
  530.     VelocityScale = 2.0
  531.   End
  532. End
  533.  
  534. ; ---------------------------------------------------------------------------------------
  535. ; The Bits that are thrown off from the damaged buildings
  536. ObjectCreationList OCL_Gen09_Chunk4
  537.   CreateObject
  538.     ObjectNames = BuildingGen09BitD
  539.     Offset = X:-7.2464 Y:13.0072 Z:25.8520
  540.     Count = 1
  541.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  542.     DispositionIntensity = 6.0
  543.     VelocityScale = 2.0
  544.   End
  545. End
  546.  
  547. ; ---------------------------------------------------------------------------------------
  548. ; The Bits that are thrown off from the damaged buildings
  549. ObjectCreationList OCL_Gen11_Chunk1
  550.   CreateObject
  551.     ObjectNames = BuildingGen11BitA
  552.     Offset = X:1.0504 Y:-0.048 Z:86.8528
  553.     Count = 1
  554.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  555.     DispositionIntensity = 6.0
  556.     VelocityScale = 2.0
  557.   End
  558. End
  559.  
  560. ; ---------------------------------------------------------------------------------------
  561. ; The Bits that are thrown off from the damaged buildings
  562. ObjectCreationList OCL_Gen11_Chunk2
  563.   CreateObject
  564.     ObjectNames = BuildingGen11BitB
  565.     Offset = X:1.224 Y:-7.1824 Z:66.7992
  566.     Count = 1
  567.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  568.     DispositionIntensity = 6.0
  569.     VelocityScale = 2.0
  570.   End
  571. End
  572.  
  573. ; ---------------------------------------------------------------------------------------
  574. ; The Bits that are thrown off from the damaged buildings
  575. ObjectCreationList OCL_Gen11_Chunk3
  576.   CreateObject
  577.     ObjectNames = BuildingGen11BitC
  578.     Offset = X:0.0 Y:10.9488 Z:21.7720
  579.     Count = 1
  580.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  581.     DispositionIntensity = 6.0
  582.     VelocityScale = 2.0
  583.   End
  584. End
  585.  
  586. ; ---------------------------------------------------------------------------------------
  587. ; The Bits that are thrown off from the damaged buildings
  588. ObjectCreationList OCL_Gen11_Chunk4
  589.   CreateObject
  590.     ObjectNames = BuildingGen11BitD
  591.     Offset = X:-10.7008 Y:-8.4944 Z:45.2744
  592.     Count = 1
  593.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  594.     DispositionIntensity = 6.0
  595.     VelocityScale = 2.0
  596.   End
  597. End
  598.  
  599. ; ---------------------------------------------------------------------------------------
  600. ; The Bits that are thrown off from the damaged buildings
  601. ObjectCreationList OCL_Gen12_Chunk1
  602.   CreateObject
  603.     ObjectNames = BuildingGen12BitA
  604.     Offset = X:-1.696 Y:-7.4016 Z:55.3968
  605.     Count = 1
  606.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  607.     DispositionIntensity = 6.0
  608.     VelocityScale = 2.0
  609.   End
  610. End
  611.  
  612. ; ---------------------------------------------------------------------------------------
  613. ; The Bits that are thrown off from the damaged buildings
  614. ObjectCreationList OCL_Gen12_Chunk2
  615.   CreateObject
  616.     ObjectNames = BuildingGen12BitB
  617.     Offset = X:-1.696 Y:7.4016 Z:57.9960
  618.     Count = 1
  619.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  620.     DispositionIntensity = 6.0
  621.     VelocityScale = 2.0
  622.   End
  623. End
  624.  
  625. ; ---------------------------------------------------------------------------------------
  626. ; The Bits that are thrown off from the damaged buildings
  627. ObjectCreationList OCL_Gen12_Chunk3
  628.   CreateObject
  629.     ObjectNames = BuildingGen12BitC
  630.     Offset = X:-8.2856 Y:9.2328 Z:16.0424
  631.     Count = 1
  632.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  633.     DispositionIntensity = 6.0
  634.     VelocityScale = 2.0
  635.   End
  636. End
  637.  
  638. ; ---------------------------------------------------------------------------------------
  639. ; The Bits that are thrown off from the damaged buildings
  640. ObjectCreationList OCL_Gen12_Chunk4
  641.   CreateObject
  642.     ObjectNames = BuildingGen12BitD
  643.     Offset = X:2.3944 Y:-10.544 Z:16.0424
  644.     Count = 1
  645.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  646.     DispositionIntensity = 6.0
  647.     VelocityScale = 2.0
  648.   End
  649. End
  650.  
  651.  
  652. ; ---------------------------------------------------------------------------------------
  653. ; The Bits that are thrown off from the damaged buildings
  654. ObjectCreationList OCL_Gen13_Chunk1
  655.   CreateObject
  656.     ObjectNames = BuildingGen13BitA
  657.     Offset = X:-3.416 Y:0.0 Z:77.1864
  658.     Count = 1
  659.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  660.     DispositionIntensity = 6.0
  661.     VelocityScale = 2.0
  662.   End
  663. End
  664.  
  665. ; ---------------------------------------------------------------------------------------
  666. ; The Bits that are thrown off from the damaged buildings
  667. ObjectCreationList OCL_Gen13_Chunk2
  668.   CreateObject
  669.     ObjectNames = BuildingGen13BitB
  670.     Offset = X:-0.584 Y:-37.2696 Z:24.9944
  671.     Count = 1
  672.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  673.     DispositionIntensity = 6.0
  674.     VelocityScale = 2.0
  675.   End
  676. End
  677.  
  678. ; ---------------------------------------------------------------------------------------
  679. ; The Bits that are thrown off from the damaged buildings
  680. ObjectCreationList OCL_Gen13_Chunk3
  681.   CreateObject
  682.     ObjectNames = BuildingGen13BitC
  683.     Offset = X:6.5480 Y:0.0 Z:30.3144
  684.     Count = 1
  685.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  686.     DispositionIntensity = 6.0
  687.     VelocityScale = 2.0
  688.   End
  689. End
  690.  
  691. ; ---------------------------------------------------------------------------------------
  692. ; The Bits that are thrown off from the damaged buildings
  693. ObjectCreationList OCL_Gen13_Chunk4
  694.   CreateObject
  695.     ObjectNames = BuildingGen13BitD
  696.     Offset =X:-0.5848 Y:40.8832 Z:25.9368
  697.     Count = 1
  698.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  699.     DispositionIntensity = 6.0
  700.     VelocityScale = 2.0
  701.   End
  702. End
  703.  
  704. ; ---------------------------------------------------------------------------------------
  705. ; The Bits that are thrown off from the damaged buildings
  706. ObjectCreationList OCL_Gen14_Chunk1
  707.   CreateObject
  708.     ObjectNames = BuildingGen14BitA
  709.     Offset = X:0.0 Y:-28.0 Z:48.0
  710.     Count = 1
  711.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  712.     DispositionIntensity = 6.0
  713.     VelocityScale = 2.0
  714.   End
  715. End
  716.  
  717. ; ---------------------------------------------------------------------------------------
  718. ; The Bits that are thrown off from the damaged buildings
  719. ObjectCreationList OCL_Gen14_Chunk2
  720.   CreateObject
  721.     ObjectNames = BuildingGen14BitB
  722.     Offset = X:7.2 Y:-20.0 Z:24.8
  723.     Count = 1
  724.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  725.     DispositionIntensity = 6.0
  726.     VelocityScale = 2.0
  727.   End
  728. End
  729.  
  730. ; ---------------------------------------------------------------------------------------
  731. ; The Bits that are thrown off from the damaged buildings
  732. ObjectCreationList OCL_Gen14_Chunk3
  733.   CreateObject
  734.     ObjectNames = BuildingGen14BitC
  735.     Offset = X:4.0 Y:16.8 Z:22.4
  736.     Count = 1
  737.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  738.     DispositionIntensity = 6.0
  739.     VelocityScale = 2.0
  740.   End
  741. End
  742.  
  743. ; ---------------------------------------------------------------------------------------
  744. ; The Bits that are thrown off from the damaged buildings
  745. ObjectCreationList OCL_Gen14_Chunk4
  746.   CreateObject
  747.     ObjectNames = BuildingGen14BitD
  748.     Offset = X:-4.0 Y:16.8 Z:22.4
  749.     Count = 1
  750.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  751.     DispositionIntensity = 6.0
  752.     VelocityScale = 2.0
  753.   End
  754. End
  755.  
  756.  
  757. ; ---------------------------------------------------------------------------------------
  758. ; The Bits that are thrown off from the damaged buildings
  759. ObjectCreationList OCL_Gen15_Chunk1
  760.   CreateObject
  761.     ObjectNames = BuildingGen05BitA
  762.     Offset = X:-4.0 Y:-24.0 Z:40.0
  763.     Count = 1
  764.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  765.     DispositionIntensity = 6.0
  766.     VelocityScale = 2.0
  767.   End
  768. End
  769.  
  770. ; ---------------------------------------------------------------------------------------
  771. ; The Bits that are thrown off from the damaged buildings
  772. ObjectCreationList OCL_Gen15_Chunk2
  773.   CreateObject
  774.     ObjectNames = BuildingGen05BitB
  775.     Offset = X:-4.0 Y:24.0 Z:55.2
  776.     Count = 1
  777.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  778.     DispositionIntensity = 6.0
  779.     VelocityScale = 2.0
  780.   End
  781. End
  782.  
  783. ; ---------------------------------------------------------------------------------------
  784. ; The Bits that are thrown off from the damaged buildings
  785. ObjectCreationList OCL_Gen15_Chunk3
  786.   CreateObject
  787.     ObjectNames = BuildingGen05BitC
  788.     Offset = X:-4.0 Y:0.0 Z:37.6
  789.     Count = 1
  790.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  791.     DispositionIntensity = 6.0
  792.     VelocityScale = 2.0
  793.   End
  794. End
  795.  
  796. ; ---------------------------------------------------------------------------------------
  797. ; The Bits that are thrown off from the damaged buildings
  798. ObjectCreationList OCL_Gen15_Chunk4
  799.   CreateObject
  800.     ObjectNames = BuildingGen05BitD
  801.     Offset = X:8.8 Y:-8.0 Z:12.8
  802.     Count = 1
  803.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  804.     DispositionIntensity = 6.0
  805.     VelocityScale = 2.0
  806.   End
  807. End
  808.  
  809. ; ---------------------------------------------------------------------------------------
  810. ; The Bits that are thrown off from the damaged buildings
  811. ObjectCreationList OCL_Gen16_Chunk1
  812.   CreateObject
  813.     ObjectNames = BuildingGen16BitA
  814.     Offset = X:-13.7880 Y:-23.5000 Z:31.5296
  815.     Count = 1
  816.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  817.     DispositionIntensity = 6.0
  818.     VelocityScale = 2.0
  819.   End
  820. End
  821.  
  822. ; ---------------------------------------------------------------------------------------
  823. ; The Bits that are thrown off from the damaged buildings
  824. ObjectCreationList OCL_Gen16_Chunk2
  825.   CreateObject
  826.     ObjectNames = BuildingGen16BitB
  827.     Offset = X:0.4672 Y:22.4448 Z:31.5296
  828.     Count = 1
  829.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  830.     DispositionIntensity = 6.0
  831.     VelocityScale = 2.0
  832.   End
  833. End
  834.  
  835. ; ---------------------------------------------------------------------------------------
  836. ; The Bits that are thrown off from the damaged buildings
  837. ObjectCreationList OCL_Gen16_Chunk3
  838.   CreateObject
  839.     ObjectNames = BuildingGen16BitC
  840.     Offset = X:8.6824 Y:3.2096 Z:31.4680
  841.     Count = 1
  842.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  843.     DispositionIntensity = 6.0
  844.     VelocityScale = 2.0
  845.   End
  846. End
  847.  
  848. ; ---------------------------------------------------------------------------------------
  849. ; The Bits that are thrown off from the damaged buildings
  850. ObjectCreationList OCL_Gen16_Chunk4
  851.   CreateObject
  852.     ObjectNames = BuildingGen16BitD
  853.     Offset = X:3.016 Y:-15.416 Z:37.5008
  854.     Count = 1
  855.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  856.     DispositionIntensity = 6.0
  857.     VelocityScale = 2.0
  858.   End
  859. End
  860.  
  861. ; ---------------------------------------------------------------------------------------
  862. ; The Bits that are thrown off from the damaged buildings
  863. ObjectCreationList OCL_Gen17_Chunk1
  864.   CreateObject
  865.     ObjectNames = BuildingGen17BitA
  866.     Offset = X:0.0 Y:-2.2776 Z:15.7616
  867.     Count = 1
  868.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  869.     DispositionIntensity = 6.0
  870.     VelocityScale = 2.0
  871.   End
  872. End
  873.  
  874. ; ---------------------------------------------------------------------------------------
  875. ; The Bits that are thrown off from the damaged buildings
  876. ObjectCreationList OCL_Gen17_Chunk2
  877.   CreateObject
  878.     ObjectNames = BuildingGen17BitB
  879.     Offset = X:-0.3496 Y:24.9232 Z:39.5168
  880.     Count = 1
  881.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  882.     DispositionIntensity = 6.0
  883.     VelocityScale = 2.0
  884.   End
  885. End
  886.  
  887. ; ---------------------------------------------------------------------------------------
  888. ; The Bits that are thrown off from the damaged buildings
  889. ObjectCreationList OCL_Gen17_Chunk3
  890.   CreateObject
  891.     ObjectNames = BuildingGen17BitC
  892.     Offset = X:0.0 Y:-26.0592 Z:68.2976
  893.     Count = 1
  894.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  895.     DispositionIntensity = 6.0
  896.     VelocityScale = 2.0
  897.   End
  898. End
  899.  
  900. ; ---------------------------------------------------------------------------------------
  901. ; The Bits that are thrown off from the damaged buildings
  902. ObjectCreationList OCL_Gen17_Chunk4
  903.   CreateObject
  904.     ObjectNames = BuildingGen17BitD
  905.     Offset = X:1.3000 Y:-29.3064 Z:27.592
  906.     Count = 1
  907.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  908.     DispositionIntensity = 6.0
  909.     VelocityScale = 2.0
  910.   End
  911. End
  912.  
  913. ; ---------------------------------------------------------------------------------------
  914. ; The Bits that are thrown off from the damaged buildings
  915. ObjectCreationList OCL_Gen18_Chunk1
  916.   CreateObject
  917.     ObjectNames = BuildingGen18BitA
  918.     Offset = X:-8.744 Y:9.3232 Z:32.3024
  919.     Count = 1
  920.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  921.     DispositionIntensity = 6.0
  922.     VelocityScale = 2.0
  923.   End
  924. End
  925.  
  926. ; ---------------------------------------------------------------------------------------
  927. ; The Bits that are thrown off from the damaged buildings
  928. ObjectCreationList OCL_Gen18_Chunk2
  929.   CreateObject
  930.     ObjectNames = BuildingGen18BitB
  931.     Offset = X:8.744 Y:9.3232 Z:32.3024
  932.     Count = 1
  933.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  934.     DispositionIntensity = 6.0
  935.     VelocityScale = 2.0
  936.   End
  937. End
  938.  
  939. ; ---------------------------------------------------------------------------------------
  940. ; The Bits that are thrown off from the damaged buildings
  941. ObjectCreationList OCL_Gen18_Chunk3
  942.   CreateObject
  943.     ObjectNames = BuildingGen18BitC
  944.     Offset = X:0.0 Y:-4.3072 Z:62.6824
  945.     Count = 1
  946.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  947.     DispositionIntensity = 6.0
  948.     VelocityScale = 2.0
  949.   End
  950. End
  951.  
  952. ; ---------------------------------------------------------------------------------------
  953. ; The Bits that are thrown off from the damaged buildings
  954. ObjectCreationList OCL_Gen18_Chunk4
  955.   CreateObject
  956.     ObjectNames = BuildingGen18BitD
  957.     Offset = X:-10.0936 Y:-9.3232 Z:27.0056
  958.     Count = 1
  959.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  960.     DispositionIntensity = 6.0
  961.     VelocityScale = 2.0
  962.   End
  963. End
  964.  
  965. ; ---------------------------------------------------------------------------------------
  966. ; The Bits that are thrown off from the damaged buildings
  967. ObjectCreationList OCL_Gen19_Chunk1
  968.   CreateObject
  969.     ObjectNames = BuildingGen05BitA
  970.     Offset = X:9.1568 Y:-14.5512 Z:47.5888
  971.     Count = 1
  972.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  973.     DispositionIntensity = 6.0
  974.     VelocityScale = 2.0
  975.   End
  976. End
  977.  
  978. ; ---------------------------------------------------------------------------------------
  979. ; The Bits that are thrown off from the damaged buildings
  980. ObjectCreationList OCL_Gen19_Chunk2
  981.   CreateObject
  982.     ObjectNames = BuildingGen05BitB
  983.     Offset = X:-4.7640 Y:-10.6816 Z:25.8784
  984.     Count = 1
  985.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  986.     DispositionIntensity = 6.0
  987.     VelocityScale = 2.0
  988.   End
  989. End
  990.  
  991. ; ---------------------------------------------------------------------------------------
  992. ; The Bits that are thrown off from the damaged buildings
  993. ObjectCreationList OCL_Gen19_Chunk3
  994.   CreateObject
  995.     ObjectNames = BuildingGen05BitC
  996.     Offset = X:-9.1256 Y:14.5512 Z:39.7152
  997.     Count = 1
  998.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  999.     DispositionIntensity = 6.0
  1000.     VelocityScale = 2.0
  1001.   End
  1002. End
  1003.  
  1004. ; ---------------------------------------------------------------------------------------
  1005. ; The Bits that are thrown off from the damaged buildings
  1006. ObjectCreationList OCL_Gen19_Chunk4
  1007.   CreateObject
  1008.     ObjectNames = BuildingGen05BitD
  1009.     Offset = X:6.1488 Y:2.3696 Z:44.4200
  1010.     Count = 1
  1011.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1012.     DispositionIntensity = 6.0
  1013.     VelocityScale = 2.0
  1014.   End
  1015. End
  1016.  
  1017.  
  1018. ; ---------------------------------------------------------------------------------------
  1019. ; The Bits that are thrown off from the damaged buildings
  1020. ObjectCreationList OCL_Gen20_Chunk1
  1021.   CreateObject
  1022.     ObjectNames = BuildingGen20BitA
  1023.     Offset = X:-0.9408 Y:-13.216 Z:42.224
  1024.     Count = 1
  1025.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1026.     DispositionIntensity = 6.0
  1027.     VelocityScale = 2.0
  1028.   End
  1029. End
  1030.  
  1031. ; ---------------------------------------------------------------------------------------
  1032. ; The Bits that are thrown off from the damaged buildings
  1033. ObjectCreationList OCL_Gen20_Chunk2
  1034.   CreateObject
  1035.     ObjectNames = BuildingGen20BitB
  1036.     Offset = X:10.2512 Y:13.216 Z:33.7888
  1037.     Count = 1
  1038.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1039.     DispositionIntensity = 6.0
  1040.     VelocityScale = 2.0
  1041.   End
  1042. End
  1043.  
  1044. ; ---------------------------------------------------------------------------------------
  1045. ; The Bits that are thrown off from the damaged buildings
  1046. ObjectCreationList OCL_Gen20_Chunk3
  1047.   CreateObject
  1048.     ObjectNames = BuildingGen20BitC
  1049.     Offset = X:11.856 Y:-13.216 Z:24.2864
  1050.     Count = 1
  1051.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1052.     DispositionIntensity = 6.0
  1053.     VelocityScale = 2.0
  1054.   End
  1055. End
  1056.  
  1057. ; ---------------------------------------------------------------------------------------
  1058. ; The Bits that are thrown off from the damaged buildings
  1059. ObjectCreationList OCL_Gen20_Chunk4
  1060.   CreateObject
  1061.     ObjectNames = BuildingGen20BitD
  1062.     Offset = X:0.664 Y:22.9112 Z:13.928
  1063.     Count = 1
  1064.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1065.     DispositionIntensity = 6.0
  1066.     VelocityScale = 2.0
  1067.   End
  1068. End
  1069.  
  1070. ; ---------------------------------------------------------------------------------------
  1071. ; The Bits that are thrown off from the damaged buildings
  1072. ObjectCreationList OCL_Gen21_Chunk1
  1073.   CreateObject
  1074.     ObjectNames = BuildingGen21BitA
  1075.     Offset = X:0.0 Y:4.8 Z:48.0
  1076.     Count = 1
  1077.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1078.     DispositionIntensity = 6.0
  1079.     VelocityScale = 2.0
  1080.   End
  1081. End
  1082.  
  1083. ; ---------------------------------------------------------------------------------------
  1084. ; The Bits that are thrown off from the damaged buildings
  1085. ObjectCreationList OCL_Gen21_Chunk2
  1086.   CreateObject
  1087.     ObjectNames = BuildingGen21BitB
  1088.     Offset = X:0.0 Y:-26.4 Z:37.6
  1089.     Count = 1
  1090.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1091.     DispositionIntensity = 6.0
  1092.     VelocityScale = 2.0
  1093.   End
  1094. End
  1095.  
  1096. ; ---------------------------------------------------------------------------------------
  1097. ; The Bits that are thrown off from the damaged buildings
  1098. ObjectCreationList OCL_Gen21_Chunk3
  1099.   CreateObject
  1100.     ObjectNames = BuildingGen21BitC
  1101.     Offset = X:0.0 Y:26.4 Z:35.2
  1102.     Count = 1
  1103.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1104.     DispositionIntensity = 6.0
  1105.     VelocityScale = 2.0
  1106.   End
  1107. End
  1108.  
  1109. ; ---------------------------------------------------------------------------------------
  1110. ; The Bits that are thrown off from the damaged buildings
  1111. ObjectCreationList OCL_Gen21_Chunk4
  1112.   CreateObject
  1113.     ObjectNames = BuildingGen21BitD
  1114.     Offset = X:2.4 Y:-8.0 Z:33.6
  1115.     Count = 1
  1116.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1117.     DispositionIntensity = 6.0
  1118.     VelocityScale = 2.0
  1119.   End
  1120. End
  1121.  
  1122. ; ---------------------------------------------------------------------------------------
  1123. ; The Bits that are thrown off from the damaged buildings
  1124. ObjectCreationList OCL_Gen22_Chunk1
  1125.   CreateObject
  1126.     ObjectNames = BuildingGen22BitA
  1127.     Offset = X:1.6 Y:-8.0 Z:34.4
  1128.     Count = 1
  1129.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1130.     DispositionIntensity = 6.0
  1131.     VelocityScale = 2.0
  1132.   End
  1133. End
  1134.  
  1135. ; ---------------------------------------------------------------------------------------
  1136. ; The Bits that are thrown off from the damaged buildings
  1137. ObjectCreationList OCL_Gen22_Chunk2
  1138.   CreateObject
  1139.     ObjectNames = BuildingGen22BitB
  1140.     Offset = X:0.0 Y:9.6 Z:37.6
  1141.     Count = 1
  1142.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1143.     DispositionIntensity = 6.0
  1144.     VelocityScale = 2.0
  1145.   End
  1146. End
  1147.  
  1148. ; ---------------------------------------------------------------------------------------
  1149. ; The Bits that are thrown off from the damaged buildings
  1150. ObjectCreationList OCL_Gen22_Chunk3
  1151.   CreateObject
  1152.     ObjectNames = BuildingGen22BitC
  1153.     Offset = X:0.0 Y:23.2 Z:16.0
  1154.     Count = 1
  1155.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1156.     DispositionIntensity = 6.0
  1157.     VelocityScale = 2.0
  1158.   End
  1159. End
  1160.  
  1161. ; ---------------------------------------------------------------------------------------
  1162. ; The Bits that are thrown off from the damaged buildings
  1163. ObjectCreationList OCL_Gen22_Chunk4
  1164.   CreateObject
  1165.     ObjectNames = BuildingGen22BitD
  1166.     Offset = X:0.0 Y:-23.2 Z:13.6
  1167.     Count = 1
  1168.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1169.     DispositionIntensity = 6.0
  1170.     VelocityScale = 2.0
  1171.   End
  1172. End
  1173.  
  1174. ; ---------------------------------------------------------------------------------------
  1175. ; The Bits that are thrown off from the damaged buildings
  1176. ObjectCreationList OCL_Gen23_Chunk1
  1177.   CreateObject
  1178.     ObjectNames = BuildingGen23BitA
  1179.     Offset = X:7.4824 Y:-11.8672 Z:40.7656
  1180.     Count = 1
  1181.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1182.     DispositionIntensity = 6.0
  1183.     VelocityScale = 2.0
  1184.   End
  1185. End
  1186.  
  1187. ; ---------------------------------------------------------------------------------------
  1188. ; The Bits that are thrown off from the damaged buildings
  1189. ObjectCreationList OCL_Gen23_Chunk2
  1190.   CreateObject
  1191.     ObjectNames = BuildingGen23BitB
  1192.     Offset = X:-7.7296 Y:-11.9640 Z:40.7664
  1193.     Count = 1
  1194.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1195.     DispositionIntensity = 6.0
  1196.     VelocityScale = 2.0
  1197.   End
  1198. End
  1199.  
  1200. ; ---------------------------------------------------------------------------------------
  1201. ; The Bits that are thrown off from the damaged buildings
  1202. ObjectCreationList OCL_Gen23_Chunk3
  1203.   CreateObject
  1204.     ObjectNames = BuildingGen23BitC
  1205.     Offset = X:5.2368 Y:7.4664 Z:41.824
  1206.     Count = 1
  1207.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1208.     DispositionIntensity = 6.0
  1209.     VelocityScale = 2.0
  1210.   End
  1211. End
  1212.  
  1213. ; ---------------------------------------------------------------------------------------
  1214. ; The Bits that are thrown off from the damaged buildings
  1215. ObjectCreationList OCL_Gen23_Chunk4
  1216.   CreateObject
  1217.     ObjectNames = BuildingGen23BitD
  1218.     Offset = X:-7.7296 Y:11.3016 Z:40.7664
  1219.     Count = 1
  1220.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1221.     DispositionIntensity = 6.0
  1222.     VelocityScale = 2.0
  1223.   End
  1224. End
  1225.  
  1226. ; ---------------------------------------------------------------------------------------
  1227. ; The Bits that are thrown off from the damaged buildings
  1228. ObjectCreationList OCL_Gen24_Chunk1
  1229.   CreateObject
  1230.     ObjectNames = BuildingGen24BitA
  1231.     Offset = X:2.3912 Y:-0.8936 Z:65.7688
  1232.     Count = 1
  1233.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1234.     DispositionIntensity = 6.0
  1235.     VelocityScale = 2.0
  1236.   End
  1237. End
  1238.  
  1239. ; ---------------------------------------------------------------------------------------
  1240. ; The Bits that are thrown off from the damaged buildings
  1241. ObjectCreationList OCL_Gen24_Chunk2
  1242.   CreateObject
  1243.     ObjectNames = BuildingGen24BitB
  1244.     Offset = X:3.3872 Y:-27.3400 Z:30.360
  1245.     Count = 1
  1246.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1247.     DispositionIntensity = 6.0
  1248.     VelocityScale = 2.0
  1249.   End
  1250. End
  1251.  
  1252. ; ---------------------------------------------------------------------------------------
  1253. ; The Bits that are thrown off from the damaged buildings
  1254. ObjectCreationList OCL_Gen24_Chunk3
  1255.   CreateObject
  1256.     ObjectNames = BuildingGen24BitC
  1257.     Offset = X:-0.7584 Y:27.3392 Z:30.360
  1258.     Count = 1
  1259.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1260.     DispositionIntensity = 6.0
  1261.     VelocityScale = 2.0
  1262.   End
  1263. End
  1264.  
  1265. ; ---------------------------------------------------------------------------------------
  1266. ; The Bits that are thrown off from the damaged buildings
  1267. ObjectCreationList OCL_Gen24_Chunk4
  1268.   CreateObject
  1269.     ObjectNames = BuildingGen24BitD
  1270.     Offset = X:-1.944 Y:4.4528 Z:38.6416
  1271.     Count = 1
  1272.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1273.     DispositionIntensity = 6.0
  1274.     VelocityScale = 2.0
  1275.   End
  1276. End
  1277. ; ---------------------------------------------------------------------------------------
  1278. ; The Bits that are thrown off from the damaged buildings
  1279. ObjectCreationList OCL_Gen25_Chunk1
  1280.   CreateObject
  1281.     ObjectNames = BuildingGen25BitA
  1282.     Offset = X:8.0 Y:-15.2 Z:48.8
  1283.     Count = 1
  1284.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1285.     DispositionIntensity = 6.0
  1286.     VelocityScale = 2.0
  1287.   End
  1288. End
  1289.  
  1290. ; ---------------------------------------------------------------------------------------
  1291. ; The Bits that are thrown off from the damaged buildings
  1292. ObjectCreationList OCL_Gen25_Chunk2
  1293.   CreateObject
  1294.     ObjectNames = BuildingGen25BitB
  1295.     Offset = X:9.6 Y:12.0 Z:48.8
  1296.     Count = 1
  1297.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1298.     DispositionIntensity = 6.0
  1299.     VelocityScale = 2.0
  1300.   End
  1301. End
  1302.  
  1303. ; ---------------------------------------------------------------------------------------
  1304. ; The Bits that are thrown off from the damaged buildings
  1305. ObjectCreationList OCL_Gen25_Chunk3
  1306.   CreateObject
  1307.     ObjectNames = BuildingGen25BitC
  1308.     Offset = X:0.8 Y:-35.2 Z:20.0
  1309.     Count = 1
  1310.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1311.     DispositionIntensity = 6.0
  1312.     VelocityScale = 2.0
  1313.   End
  1314. End
  1315.  
  1316. ; ---------------------------------------------------------------------------------------
  1317. ; The Bits that are thrown off from the damaged buildings
  1318. ObjectCreationList OCL_Gen25_Chunk4
  1319.   CreateObject
  1320.     ObjectNames = BuildingGen25BitD
  1321.     Offset = X:0.8 Y:30.4 Z:20.0
  1322.     Count = 1
  1323.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1324.     DispositionIntensity = 6.0
  1325.     VelocityScale = 2.0
  1326.   End
  1327. End
  1328.  
  1329. ; ---------------------------------------------------------------------------------------
  1330. ; The Bits that are thrown off from the damaged buildings
  1331. ObjectCreationList OCL_Gen26_Chunk1
  1332.   CreateObject
  1333.     ObjectNames = BuildingGen26BitA
  1334.     Offset = X:0.8 Y:-1.6 Z:55.2
  1335.     Count = 1
  1336.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1337.     DispositionIntensity = 6.0
  1338.     VelocityScale = 2.0
  1339.   End
  1340. End
  1341.  
  1342. ; ---------------------------------------------------------------------------------------
  1343. ; The Bits that are thrown off from the damaged buildings
  1344. ObjectCreationList OCL_Gen26_Chunk2
  1345.   CreateObject
  1346.     ObjectNames = BuildingGen26BitB
  1347.     Offset = X:0.8 Y:8.8 Z:37.6
  1348.     Count = 1
  1349.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1350.     DispositionIntensity = 6.0
  1351.     VelocityScale = 2.0
  1352.   End
  1353. End
  1354.  
  1355. ; ---------------------------------------------------------------------------------------
  1356. ; The Bits that are thrown off from the damaged buildings
  1357. ObjectCreationList OCL_Gen26_Chunk3
  1358.   CreateObject
  1359.     ObjectNames = BuildingGen26BitC
  1360.     Offset = X:0.8 Y:-19.2 Z:28.8
  1361.     Count = 1
  1362.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1363.     DispositionIntensity = 6.0
  1364.     VelocityScale = 2.0
  1365.   End
  1366. End
  1367.  
  1368. ; ---------------------------------------------------------------------------------------
  1369. ; The Bits that are thrown off from the damaged buildings
  1370. ObjectCreationList OCL_Gen26_Chunk4
  1371.   CreateObject
  1372.     ObjectNames = BuildingGen26BitD
  1373.     Offset = X:0.8 Y:31.2 Z:20.8
  1374.     Count = 1
  1375.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1376.     DispositionIntensity = 6.0
  1377.     VelocityScale = 2.0
  1378.   End
  1379. End
  1380.  
  1381. ; ---------------------------------------------------------------------------------------
  1382. ; The Bits that are thrown off from the damaged buildings
  1383. ObjectCreationList OCL_Gen27_Chunk1
  1384.   CreateObject
  1385.     ObjectNames = BuildingGen27BitA
  1386.     Offset = X:5.6 Y:-9.6 Z:33.6
  1387.     Count = 1
  1388.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1389.     DispositionIntensity = 6.0
  1390.     VelocityScale = 2.0
  1391.   End
  1392. End
  1393.  
  1394. ; ---------------------------------------------------------------------------------------
  1395. ; The Bits that are thrown off from the damaged buildings
  1396. ObjectCreationList OCL_Gen27_Chunk2
  1397.   CreateObject
  1398.     ObjectNames = BuildingGen27BitB
  1399.     Offset = X:-3.2 Y:16.8 Z:44.0
  1400.     Count = 1
  1401.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1402.     DispositionIntensity = 6.0
  1403.     VelocityScale = 2.0
  1404.   End
  1405. End
  1406.  
  1407. ; ---------------------------------------------------------------------------------------
  1408. ; The Bits that are thrown off from the damaged buildings
  1409. ObjectCreationList OCL_Gen27_Chunk3
  1410.   CreateObject
  1411.     ObjectNames = BuildingGen27BitC
  1412.     Offset = X:-3.2 Y:23.2 Z:16.0
  1413.     Count = 1
  1414.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1415.     DispositionIntensity = 6.0
  1416.     VelocityScale = 2.0
  1417.   End
  1418. End
  1419.  
  1420. ; ---------------------------------------------------------------------------------------
  1421. ; The Bits that are thrown off from the damaged buildings
  1422. ObjectCreationList OCL_Gen27_Chunk4
  1423.   CreateObject
  1424.     ObjectNames = BuildingGen27BitD
  1425.     Offset = X:7.2 Y:0.0 Z:17.6
  1426.     Count = 1
  1427.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1428.     DispositionIntensity = 6.0
  1429.     VelocityScale = 2.0
  1430.   End
  1431. End
  1432. ; ---------------------------------------------------------------------------------------
  1433. ; The Bits that are thrown off from the damaged buildings
  1434. ObjectCreationList OCL_Gen28_Chunk1
  1435.   CreateObject
  1436.     ObjectNames = BuildingGen28BitA
  1437.     Offset = X:0.1096 Y:7.7928 Z:54.9176
  1438.     Count = 1
  1439.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1440.     DispositionIntensity = 6.0
  1441.     VelocityScale = 2.0
  1442.   End
  1443. End
  1444.  
  1445. ; ---------------------------------------------------------------------------------------
  1446. ; The Bits that are thrown off from the damaged buildings
  1447. ObjectCreationList OCL_Gen28_Chunk2
  1448.   CreateObject
  1449.     ObjectNames = BuildingGen28BitB
  1450.     Offset = X:5.3056 Y:-9.2112 Z:43.7400
  1451.     Count = 1
  1452.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1453.     DispositionIntensity = 6.0
  1454.     VelocityScale = 2.0
  1455.   End
  1456. End
  1457.  
  1458. ; ---------------------------------------------------------------------------------------
  1459. ; The Bits that are thrown off from the damaged buildings
  1460. ObjectCreationList OCL_Gen28_Chunk3
  1461.   CreateObject
  1462.     ObjectNames = BuildingGen28BitC
  1463.     Offset = X:-0.2184 Y:-2.536 Z:67.3584
  1464.     Count = 1
  1465.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1466.     DispositionIntensity = 6.0
  1467.     VelocityScale = 2.0
  1468.   End
  1469. End
  1470.  
  1471. ; ---------------------------------------------------------------------------------------
  1472. ; The Bits that are thrown off from the damaged buildings
  1473. ObjectCreationList OCL_Gen28_Chunk4
  1474.   CreateObject
  1475.     ObjectNames = BuildingGen28BitD
  1476.     Offset = X:-7.9192 Y:-9.2112 Z:50.72112
  1477.     Count = 1
  1478.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1479.     DispositionIntensity = 6.0
  1480.     VelocityScale = 2.0
  1481.   End
  1482. End
  1483.  
  1484. ; ---------------------------------------------------------------------------------------
  1485. ; The Bits that are thrown off from the damaged buildings
  1486. ObjectCreationList OCL_Gen29_Chunk1
  1487.   CreateObject
  1488.     ObjectNames = BuildingGen29BitA
  1489.     Offset = X:-3.4184 Y:-1.5032 Z:73.8256
  1490.     Count = 1
  1491.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1492.     DispositionIntensity = 6.0
  1493.     VelocityScale = 2.0
  1494.   End
  1495. End
  1496.  
  1497. ; ---------------------------------------------------------------------------------------
  1498. ; The Bits that are thrown off from the damaged buildings
  1499. ObjectCreationList OCL_Gen29_Chunk2
  1500.   CreateObject
  1501.     ObjectNames = BuildingGen29BitB
  1502.     Offset = X:7.8352 Y:4.9992 Z:69.608
  1503.     Count = 1
  1504.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1505.     DispositionIntensity = 6.0
  1506.     VelocityScale = 2.0
  1507.   End
  1508. End
  1509.  
  1510. ; ---------------------------------------------------------------------------------------
  1511. ; The Bits that are thrown off from the damaged buildings
  1512. ObjectCreationList OCL_Gen29_Chunk3
  1513.   CreateObject
  1514.     ObjectNames = BuildingGen29BitC
  1515.     Offset = X:1.9144 Y:15.9472 Z:41.5088
  1516.     Count = 1
  1517.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1518.     DispositionIntensity = 6.0
  1519.     VelocityScale = 2.0
  1520.   End
  1521. End
  1522.  
  1523. ; ---------------------------------------------------------------------------------------
  1524. ; The Bits that are thrown off from the damaged buildings
  1525. ObjectCreationList OCL_Gen29_Chunk4
  1526.   CreateObject
  1527.     ObjectNames = BuildingGen29BitD
  1528.     Offset = X:0.3024 Y:-17.3720 Z:38.9992
  1529.     Count = 1
  1530.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1531.     DispositionIntensity = 6.0
  1532.     VelocityScale = 2.0
  1533.   End
  1534. End
  1535.  
  1536. ; ---------------------------------------------------------------------------------------
  1537. ; The Bits that are thrown off from the damaged buildings
  1538. ObjectCreationList OCL_Gen30_Chunk1
  1539.   CreateObject
  1540.     ObjectNames = BuildingGen05BitA
  1541.     Offset = X:0.0 Y:-49.128 Z:46.0064
  1542.     Count = 1
  1543.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1544.     DispositionIntensity = 6.0
  1545.     VelocityScale = 2.0
  1546.   End
  1547. End
  1548.  
  1549. ; ---------------------------------------------------------------------------------------
  1550. ; The Bits that are thrown off from the damaged buildings
  1551. ObjectCreationList OCL_Gen30_Chunk2
  1552.   CreateObject
  1553.     ObjectNames = BuildingGen05BitB
  1554.     Offset = X:0.0 Y:-24.344 Z:31.7912
  1555.     Count = 1
  1556.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1557.     DispositionIntensity = 6.0
  1558.     VelocityScale = 2.0
  1559.   End
  1560. End
  1561.  
  1562. ; ---------------------------------------------------------------------------------------
  1563. ; The Bits that are thrown off from the damaged buildings
  1564. ObjectCreationList OCL_Gen30_Chunk3
  1565.   CreateObject
  1566.     ObjectNames = BuildingGen05BitC
  1567.     Offset = X:-2.464 Y:3.4176 Z:46.0064
  1568.     Count = 1
  1569.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1570.     DispositionIntensity = 6.0
  1571.     VelocityScale = 2.0
  1572.   End
  1573. End
  1574.  
  1575. ; ---------------------------------------------------------------------------------------
  1576. ; The Bits that are thrown off from the damaged buildings
  1577. ObjectCreationList OCL_Gen30_Chunk4
  1578.   CreateObject
  1579.     ObjectNames = BuildingGen05BitD
  1580.     Offset = X:0.0 Y:25.7376 Z:46.0064
  1581.     Count = 1
  1582.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1583.     DispositionIntensity = 6.0
  1584.     VelocityScale = 2.0
  1585.   End
  1586. End
  1587.  
  1588. ; ---------------------------------------------------------------------------------------
  1589. ; The Bits that are thrown off from the damaged buildings
  1590. ObjectCreationList OCL_Gen31_Chunk1
  1591.   CreateObject
  1592.     ObjectNames = BuildingGen31BitA
  1593.     Offset = X:6.80 Y:3.744 Z:31.464
  1594.     Count = 1
  1595.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1596.     DispositionIntensity = 6.0
  1597.     VelocityScale = 2.0
  1598.   End
  1599. End
  1600.  
  1601. ; ---------------------------------------------------------------------------------------
  1602. ; The Bits that are thrown off from the damaged buildings
  1603. ObjectCreationList OCL_Gen31_Chunk2
  1604.   CreateObject
  1605.     ObjectNames = BuildingGen31BitB
  1606.     Offset = X:-0.552 Y:3.384 Z:65.12
  1607.     Count = 1
  1608.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1609.     DispositionIntensity = 6.0
  1610.     VelocityScale = 2.0
  1611.   End
  1612. End
  1613.  
  1614. ; ---------------------------------------------------------------------------------------
  1615. ; The Bits that are thrown off from the damaged buildings
  1616. ObjectCreationList OCL_Gen31_Chunk3
  1617.   CreateObject
  1618.     ObjectNames = BuildingGen31BitC
  1619.     Offset = X:-5.296 Y:-5.976 Z:31.416
  1620.     Count = 1
  1621.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1622.     DispositionIntensity = 6.0
  1623.     VelocityScale = 2.0
  1624.   End
  1625. End
  1626.  
  1627. ; ---------------------------------------------------------------------------------------
  1628. ; The Bits that are thrown off from the damaged buildings
  1629. ObjectCreationList OCL_Gen31_Chunk4
  1630.   CreateObject
  1631.     ObjectNames = BuildingGen31BitD
  1632.     Offset = X:4.944 Y:-5.368 Z:63.656
  1633.     Count = 1
  1634.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1635.     DispositionIntensity = 6.0
  1636.     VelocityScale = 2.0
  1637.   End
  1638. End
  1639.  
  1640. ; ---------------------------------------------------------------------------------------
  1641. ; The Bits that are thrown off from the damaged buildings
  1642. ObjectCreationList OCL_Gen32_Chunk1
  1643.   CreateObject
  1644.     ObjectNames = BuildingGen32BitA
  1645.     Offset = X:3.84 Y:21.296 Z:27.84
  1646.     Count = 1
  1647.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1648.     DispositionIntensity = 6.0
  1649.     VelocityScale = 2.0
  1650.   End
  1651. End
  1652.  
  1653. ; ---------------------------------------------------------------------------------------
  1654. ; The Bits that are thrown off from the damaged buildings
  1655. ObjectCreationList OCL_Gen32_Chunk2
  1656.   CreateObject
  1657.     ObjectNames = BuildingGen32BitB
  1658.     Offset = X:0.0 Y:23.176 Z:67.112
  1659.     Count = 1
  1660.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1661.     DispositionIntensity = 6.0
  1662.     VelocityScale = 2.0
  1663.   End
  1664. End
  1665.  
  1666. ; ---------------------------------------------------------------------------------------
  1667. ; The Bits that are thrown off from the damaged buildings
  1668. ObjectCreationList OCL_Gen32_Chunk3
  1669.   CreateObject
  1670.     ObjectNames = BuildingGen32BitC
  1671.     Offset = X:1.776 Y:-10.888 Z:41.04
  1672.     Count = 1
  1673.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1674.     DispositionIntensity = 6.0
  1675.     VelocityScale = 2.0
  1676.   End
  1677. End
  1678.  
  1679. ; ---------------------------------------------------------------------------------------
  1680. ; The Bits that are thrown off from the damaged buildings
  1681. ObjectCreationList OCL_Gen32_Chunk4
  1682.   CreateObject
  1683.     ObjectNames = BuildingGen32BitD
  1684.     Offset = X:0.0 Y:-21.296 Z:73.424
  1685.     Count = 1
  1686.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1687.     DispositionIntensity = 6.0
  1688.     VelocityScale = 2.0
  1689.   End
  1690. End
  1691.  
  1692. ; ---------------------------------------------------------------------------------------
  1693. ; The Bits that are thrown off from the damaged buildings
  1694. ObjectCreationList OCL_Gen33_Chunk1
  1695.   CreateObject
  1696.     ObjectNames = BuildingGen33BitA
  1697.     Offset = X:6.4 Y:-8.0 Z:48.8
  1698.     Count = 1
  1699.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1700.     DispositionIntensity = 6.0
  1701.     VelocityScale = 2.0
  1702.   End
  1703. End
  1704.  
  1705. ; ---------------------------------------------------------------------------------------
  1706. ; The Bits that are thrown off from the damaged buildings
  1707. ObjectCreationList OCL_Gen33_Chunk2
  1708.   CreateObject
  1709.     ObjectNames = BuildingGen33BitB
  1710.     Offset = X:-2.4 Y:2.4 Z:63.2
  1711.     Count = 1
  1712.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1713.     DispositionIntensity = 6.0
  1714.     VelocityScale = 2.0
  1715.   End
  1716. End
  1717.  
  1718. ; ---------------------------------------------------------------------------------------
  1719. ; The Bits that are thrown off from the damaged buildings
  1720. ObjectCreationList OCL_Gen33_Chunk3
  1721.   CreateObject
  1722.     ObjectNames = BuildingGen33BitC
  1723.     Offset = X:-4.0 Y:17.6 Z:24.8
  1724.     Count = 1
  1725.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1726.     DispositionIntensity = 6.0
  1727.     VelocityScale = 2.0
  1728.   End
  1729. End
  1730.  
  1731. ; ---------------------------------------------------------------------------------------
  1732. ; The Bits that are thrown off from the damaged buildings
  1733. ObjectCreationList OCL_Gen33_Chunk4
  1734.   CreateObject
  1735.     ObjectNames = BuildingGen33BitD
  1736.     Offset = X:-9.6 Y:-8.0 Z:20.8
  1737.     Count = 1
  1738.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1739.     DispositionIntensity = 6.0
  1740.     VelocityScale = 2.0
  1741.   End
  1742. End
  1743.  
  1744. ; ---------------------------------------------------------------------------------------
  1745. ; The Bits that are thrown off from the damaged buildings
  1746. ObjectCreationList OCL_Gen34_Chunk1
  1747.   CreateObject
  1748.     ObjectNames = BuildingGen34BitA
  1749.     Offset = X:-1.6 Y:-6.4 Z:40.8
  1750.     Count = 1
  1751.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1752.     DispositionIntensity = 6.0
  1753.     VelocityScale = 2.0
  1754.   End
  1755. End
  1756.  
  1757. ; ---------------------------------------------------------------------------------------
  1758. ; The Bits that are thrown off from the damaged buildings
  1759. ObjectCreationList OCL_Gen34_Chunk2
  1760.   CreateObject
  1761.     ObjectNames = BuildingGen34BitB
  1762.     Offset = X:-0.8 Y:4.8 Z:40.8
  1763.     Count = 1
  1764.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1765.     DispositionIntensity = 6.0
  1766.     VelocityScale = 2.0
  1767.   End
  1768. End
  1769.  
  1770. ; ---------------------------------------------------------------------------------------
  1771. ; The Bits that are thrown off from the damaged buildings
  1772. ObjectCreationList OCL_Gen34_Chunk3
  1773.   CreateObject
  1774.     ObjectNames = BuildingGen34BitC
  1775.     Offset = X:5.6 Y:6.4 Z:16.8
  1776.     Count = 1
  1777.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1778.     DispositionIntensity = 6.0
  1779.     VelocityScale = 2.0
  1780.   End
  1781. End
  1782.  
  1783. ; ---------------------------------------------------------------------------------------
  1784. ; The Bits that are thrown off from the damaged buildings
  1785. ObjectCreationList OCL_Gen34_Chunk4
  1786.   CreateObject
  1787.     ObjectNames = BuildingGen34BitD
  1788.     Offset = X:4.8 Y:-8.0 Z:19.2
  1789.     Count = 1
  1790.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1791.     DispositionIntensity = 6.0
  1792.     VelocityScale = 2.0
  1793.   End
  1794. End
  1795.  
  1796. ; ---------------------------------------------------------------------------------------
  1797. ; The Bits that are thrown off from the damaged buildings
  1798. ObjectCreationList OCL_Gen35_Chunk1
  1799.   CreateObject
  1800.     ObjectNames = BuildingGen35BitA
  1801.     Offset = X:-1.6 Y:-6.4 Z:40.8
  1802.     Count = 1
  1803.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1804.     DispositionIntensity = 6.0
  1805.     VelocityScale = 2.0
  1806.   End
  1807. End
  1808.  
  1809. ; ---------------------------------------------------------------------------------------
  1810. ; The Bits that are thrown off from the damaged buildings
  1811. ObjectCreationList OCL_Gen35_Chunk2
  1812.   CreateObject
  1813.     ObjectNames = BuildingGen35BitB
  1814.     Offset = X:-0.8 Y:4.8 Z:40.8
  1815.     Count = 1
  1816.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1817.     DispositionIntensity = 6.0
  1818.     VelocityScale = 2.0
  1819.   End
  1820. End
  1821.  
  1822. ; ---------------------------------------------------------------------------------------
  1823. ; The Bits that are thrown off from the damaged buildings
  1824. ObjectCreationList OCL_Gen35_Chunk3
  1825.   CreateObject
  1826.     ObjectNames = BuildingGen35BitC
  1827.     Offset = X:5.6 Y:6.4 Z:16.8
  1828.     Count = 1
  1829.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1830.     DispositionIntensity = 6.0
  1831.     VelocityScale = 2.0
  1832.   End
  1833. End
  1834.  
  1835. ; ---------------------------------------------------------------------------------------
  1836. ; The Bits that are thrown off from the damaged buildings
  1837. ObjectCreationList OCL_Gen35_Chunk4
  1838.   CreateObject
  1839.     ObjectNames = BuildingGen35BitD
  1840.     Offset = X:-4.8 Y:-8.0 Z:19.2
  1841.     Count = 1
  1842.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1843.     DispositionIntensity = 6.0
  1844.     VelocityScale = 2.0
  1845.   End
  1846. End
  1847.  
  1848. ; ---------------------------------------------------------------------------------------
  1849. ; The Bits that are thrown off from the damaged buildings
  1850. ObjectCreationList OCL_Gen36_Chunk1
  1851.   CreateObject
  1852.     ObjectNames = BuildingGen36BitA
  1853.     Offset = X:-4.0 Y:-16.8 Z:20.0
  1854.     Count = 1
  1855.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1856.     DispositionIntensity = 6.0
  1857.     VelocityScale = 2.0
  1858.   End
  1859. End
  1860.  
  1861. ; ---------------------------------------------------------------------------------------
  1862. ; The Bits that are thrown off from the damaged buildings
  1863. ObjectCreationList OCL_Gen36_Chunk2
  1864.   CreateObject
  1865.     ObjectNames = BuildingGen36BitB
  1866.     Offset = X:8.8 Y:0.0 Z:20.0
  1867.     Count = 1
  1868.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1869.     DispositionIntensity = 6.0
  1870.     VelocityScale = 2.0
  1871.   End
  1872. End
  1873.  
  1874. ; ---------------------------------------------------------------------------------------
  1875. ; The Bits that are thrown off from the damaged buildings
  1876. ObjectCreationList OCL_Gen36_Chunk3
  1877.   CreateObject
  1878.     ObjectNames = BuildingGen36BitC
  1879.     Offset = X:-2.4 Y:1.6 Z:38.4
  1880.     Count = 1
  1881.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1882.     DispositionIntensity = 6.0
  1883.     VelocityScale = 2.0
  1884.   End
  1885. End
  1886.  
  1887. ; ---------------------------------------------------------------------------------------
  1888. ; The Bits that are thrown off from the damaged buildings
  1889. ObjectCreationList OCL_Gen36_Chunk4
  1890.   CreateObject
  1891.     ObjectNames = BuildingGen36BitD
  1892.     Offset = X:-4.0 Y:16.8 Z:20.8
  1893.     Count = 1
  1894.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1895.     DispositionIntensity = 6.0
  1896.     VelocityScale = 2.0
  1897.   End
  1898. End
  1899.  
  1900. ; ---------------------------------------------------------------------------------------
  1901. ; The Bits that are thrown off from the damaged buildings
  1902. ObjectCreationList OCL_Gen37_Chunk1
  1903.   CreateObject
  1904.     ObjectNames = BuildingGen37BitA
  1905.     Offset = X:1.6 Y:21.6 Z:12.8
  1906.     Count = 1
  1907.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1908.     DispositionIntensity = 6.0
  1909.     VelocityScale = 2.0
  1910.   End
  1911. End
  1912.  
  1913. ; ---------------------------------------------------------------------------------------
  1914. ; The Bits that are thrown off from the damaged buildings
  1915. ObjectCreationList OCL_Gen37_Chunk2
  1916.   CreateObject
  1917.     ObjectNames = BuildingGen37BitB
  1918.     Offset = X:0.0 Y:0.0 Z:40.8
  1919.     Count = 1
  1920.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1921.     DispositionIntensity = 6.0
  1922.     VelocityScale = 2.0
  1923.   End
  1924. End
  1925.  
  1926. ; ---------------------------------------------------------------------------------------
  1927. ; The Bits that are thrown off from the damaged buildings
  1928. ObjectCreationList OCL_Gen37_Chunk3
  1929.   CreateObject
  1930.     ObjectNames = BuildingGen37BitC
  1931.     Offset = X:0.0 Y:-16.8 Z:17.6
  1932.     Count = 1
  1933.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1934.     DispositionIntensity = 6.0
  1935.     VelocityScale = 2.0
  1936.   End
  1937. End
  1938.  
  1939. ; ---------------------------------------------------------------------------------------
  1940. ; The Bits that are thrown off from the damaged buildings
  1941. ObjectCreationList OCL_Gen37_Chunk4
  1942.   CreateObject
  1943.     ObjectNames = BuildingGen37BitD
  1944.     Offset = X:-7.2 Y:3.2 Z:12.0
  1945.     Count = 1
  1946.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1947.     DispositionIntensity = 6.0
  1948.     VelocityScale = 2.0
  1949.   End
  1950. End
  1951.  
  1952. ; ---------------------------------------------------------------------------------------
  1953. ; The Bits that are thrown off from the damaged buildings
  1954. ObjectCreationList OCL_Gen38_Chunk1
  1955.   CreateObject
  1956.     ObjectNames = BuildingGen38BitA
  1957.     Offset = X:7.448 Y:-6.16 Z:21.568
  1958.     Count = 1
  1959.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1960.     DispositionIntensity = 6.0
  1961.     VelocityScale = 2.0
  1962.   End
  1963. End
  1964.  
  1965. ; ---------------------------------------------------------------------------------------
  1966. ; The Bits that are thrown off from the damaged buildings
  1967. ObjectCreationList OCL_Gen38_Chunk2
  1968.   CreateObject
  1969.     ObjectNames = BuildingGen38BitB
  1970.     Offset = X:-4.648 Y:25.936 Z:30.872
  1971.     Count = 1
  1972.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1973.     DispositionIntensity = 6.0
  1974.     VelocityScale = 2.0
  1975.   End
  1976. End
  1977.  
  1978. ; ---------------------------------------------------------------------------------------
  1979. ; The Bits that are thrown off from the damaged buildings
  1980. ObjectCreationList OCL_Gen38_Chunk3
  1981.   CreateObject
  1982.     ObjectNames = BuildingGen38BitC
  1983.     Offset = X:-8.704 Y:-5.248 Z:28.344
  1984.     Count = 1
  1985.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1986.     DispositionIntensity = 6.0
  1987.     VelocityScale = 2.0
  1988.   End
  1989. End
  1990.  
  1991. ; ---------------------------------------------------------------------------------------
  1992. ; The Bits that are thrown off from the damaged buildings
  1993. ObjectCreationList OCL_Gen38_Chunk4
  1994.   CreateObject
  1995.     ObjectNames = BuildingGen38BitD
  1996.     Offset = X:2.208 Y:-25.736 Z:38.96
  1997.     Count = 1
  1998.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  1999.     DispositionIntensity = 6.0
  2000.     VelocityScale = 2.0
  2001.   End
  2002. End
  2003.  
  2004. ; ---------------------------------------------------------------------------------------
  2005. ; The Bits that are thrown off from the damaged buildings
  2006. ObjectCreationList OCL_Gen39_Chunk1
  2007.   CreateObject
  2008.     ObjectNames = BuildingGen39BitA
  2009.     Offset = X:4.0 Y:7.2 Z:36.8
  2010.     Count = 1
  2011.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2012.     DispositionIntensity = 6.0
  2013.     VelocityScale = 2.0
  2014.   End
  2015. End
  2016.  
  2017. ; ---------------------------------------------------------------------------------------
  2018. ; The Bits that are thrown off from the damaged buildings
  2019. ObjectCreationList OCL_Gen39_Chunk2
  2020.   CreateObject
  2021.     ObjectNames = BuildingGen39BitB
  2022.     Offset = X:-8.0 Y:9.6 Z:49.6
  2023.     Count = 1
  2024.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2025.     DispositionIntensity = 6.0
  2026.     VelocityScale = 2.0
  2027.   End
  2028. End
  2029.  
  2030. ; ---------------------------------------------------------------------------------------
  2031. ; The Bits that are thrown off from the damaged buildings
  2032. ObjectCreationList OCL_Gen39_Chunk3
  2033.   CreateObject
  2034.     ObjectNames = BuildingGen39BitC
  2035.     Offset = X:8.0 Y:-11.2 Z:31.2
  2036.     Count = 1
  2037.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2038.     DispositionIntensity = 6.0
  2039.     VelocityScale = 2.0
  2040.   End
  2041. End
  2042.  
  2043. ; ---------------------------------------------------------------------------------------
  2044. ; The Bits that are thrown off from the damaged buildings
  2045. ObjectCreationList OCL_Gen39_Chunk4
  2046.   CreateObject
  2047.     ObjectNames = BuildingGen39BitD
  2048.     Offset = X:0.0 Y:-3.2 Z:43.2
  2049.     Count = 1
  2050.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2051.     DispositionIntensity = 6.0
  2052.     VelocityScale = 2.0
  2053.   End
  2054. End
  2055.  
  2056. ; ---------------------------------------------------------------------------------------
  2057. ; The Bits that are thrown off from the damaged buildings
  2058. ObjectCreationList OCL_Gen40_Chunk1
  2059.   CreateObject
  2060.     ObjectNames = BuildingGen40BitA
  2061.     Offset = X:3.584 Y:0.0 Z:79.672
  2062.     Count = 1
  2063.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2064.     DispositionIntensity = 6.0
  2065.     VelocityScale = 2.0
  2066.   End
  2067. End
  2068.  
  2069. ; ---------------------------------------------------------------------------------------
  2070. ; The Bits that are thrown off from the damaged buildings
  2071. ObjectCreationList OCL_Gen40_Chunk2
  2072.   CreateObject
  2073.     ObjectNames = BuildingGen40BitB
  2074.     Offset = X:3.480 Y:-15.728 Z:22.992
  2075.     Count = 1
  2076.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2077.     DispositionIntensity = 6.0
  2078.     VelocityScale = 2.0
  2079.   End
  2080. End
  2081.  
  2082. ; ---------------------------------------------------------------------------------------
  2083. ; The Bits that are thrown off from the damaged buildings
  2084. ObjectCreationList OCL_Gen40_Chunk3
  2085.   CreateObject
  2086.     ObjectNames = BuildingGen40BitC
  2087.     Offset = X:3.480 Y:-2.296 Z:46.816
  2088.     Count = 1
  2089.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2090.     DispositionIntensity = 6.0
  2091.     VelocityScale = 2.0
  2092.   End
  2093. End
  2094.  
  2095. ; ---------------------------------------------------------------------------------------
  2096. ; The Bits that are thrown off from the damaged buildings
  2097. ObjectCreationList OCL_Gen40_Chunk4
  2098.   CreateObject
  2099.     ObjectNames = BuildingGen40BitD
  2100.     Offset = X:-4.40 Y:11.352 Z:25.536
  2101.     Count = 1
  2102.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2103.     DispositionIntensity = 6.0
  2104.     VelocityScale = 2.0
  2105.   End
  2106. End
  2107.  
  2108. ; ---------------------------------------------------------------------------------------
  2109. ; The Bits that are thrown off from the damaged buildings
  2110. ObjectCreationList OCL_Gen41_Chunk1
  2111.   CreateObject
  2112.     ObjectNames = BuildingGen41BitA
  2113.     Offset = X:0.0 Y:0.0 Z:64.8
  2114.     Count = 1
  2115.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2116.     DispositionIntensity = 6.0
  2117.     VelocityScale = 2.0
  2118.   End
  2119. End
  2120.  
  2121. ; ---------------------------------------------------------------------------------------
  2122. ; The Bits that are thrown off from the damaged buildings
  2123. ObjectCreationList OCL_Gen41_Chunk2
  2124.   CreateObject
  2125.     ObjectNames = BuildingGen41BitB
  2126.     Offset = X:-1.6 Y:-7.2 Z:41.6
  2127.     Count = 1
  2128.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2129.     DispositionIntensity = 6.0
  2130.     VelocityScale = 2.0
  2131.   End
  2132. End
  2133.  
  2134. ; ---------------------------------------------------------------------------------------
  2135. ; The Bits that are thrown off from the damaged buildings
  2136. ObjectCreationList OCL_Gen41_Chunk3
  2137.   CreateObject
  2138.     ObjectNames = BuildingGen41BitC
  2139.     Offset = X:-0.8 Y:7.2 Z:33.6
  2140.     Count = 1
  2141.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2142.     DispositionIntensity = 6.0
  2143.     VelocityScale = 2.0
  2144.   End
  2145. End
  2146.  
  2147. ; ---------------------------------------------------------------------------------------
  2148. ; The Bits that are thrown off from the damaged buildings
  2149. ObjectCreationList OCL_Gen41_Chunk4
  2150.   CreateObject
  2151.     ObjectNames = BuildingGen41BitD
  2152.     Offset = X:0.0 Y:-4.8 Z:12.8
  2153.     Count = 1
  2154.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2155.     DispositionIntensity = 6.0
  2156.     VelocityScale = 2.0
  2157.   End
  2158. End
  2159.  
  2160. ; ---------------------------------------------------------------------------------------
  2161. ; The Bits that are thrown off from the damaged buildings
  2162. ObjectCreationList OCL_Gen42_Chunk1
  2163.   CreateObject
  2164.     ObjectNames = BuildingGen42BitA
  2165.     Offset = X:-1.6 Y:29.6 Z:24.0
  2166.     Count = 1
  2167.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2168.     DispositionIntensity = 6.0
  2169.     VelocityScale = 2.0
  2170.   End
  2171. End
  2172.  
  2173. ; ---------------------------------------------------------------------------------------
  2174. ; The Bits that are thrown off from the damaged buildings
  2175. ObjectCreationList OCL_Gen42_Chunk2
  2176.   CreateObject
  2177.     ObjectNames = BuildingGen42BitB
  2178.     Offset = X:10.4 Y:12.8 Z:23.2
  2179.     Count = 1
  2180.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2181.     DispositionIntensity = 6.0
  2182.     VelocityScale = 2.0
  2183.   End
  2184. End
  2185.  
  2186. ; ---------------------------------------------------------------------------------------
  2187. ; The Bits that are thrown off from the damaged buildings
  2188. ObjectCreationList OCL_Gen42_Chunk3
  2189.   CreateObject
  2190.     ObjectNames = BuildingGen42BitC
  2191.     Offset = X:1.6 Y:-2.4 Z:50.4
  2192.     Count = 1
  2193.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2194.     DispositionIntensity = 6.0
  2195.     VelocityScale = 2.0
  2196.   End
  2197. End
  2198.  
  2199. ; ---------------------------------------------------------------------------------------
  2200. ; The Bits that are thrown off from the damaged buildings
  2201. ObjectCreationList OCL_Gen42_Chunk4
  2202.   CreateObject
  2203.     ObjectNames = BuildingGen42BitD
  2204.     Offset = X:1.6 Y:-20.8 Z:38.4
  2205.     Count = 1
  2206.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2207.     DispositionIntensity = 6.0
  2208.     VelocityScale = 2.0
  2209.   End
  2210. End
  2211.  
  2212. ; ---------------------------------------------------------------------------------------
  2213. ; The Bits that are thrown off from the damaged buildings
  2214. ObjectCreationList OCL_Gen43_Chunk1
  2215.   CreateObject
  2216.     ObjectNames = BuildingGen43BitA
  2217.     Offset = X:-0.488 Y:-0.488 Z:64.296
  2218.     Count = 1
  2219.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2220.     DispositionIntensity = 6.0
  2221.     VelocityScale = 2.0
  2222.   End
  2223. End
  2224.  
  2225. ; ---------------------------------------------------------------------------------------
  2226. ; The Bits that are thrown off from the damaged buildings
  2227. ObjectCreationList OCL_Gen43_Chunk2
  2228.   CreateObject
  2229.     ObjectNames = BuildingGen43BitB
  2230.     Offset = X:5.728 Y:8.272 Z:26.104
  2231.     Count = 1
  2232.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2233.     DispositionIntensity = 6.0
  2234.     VelocityScale = 2.0
  2235.   End
  2236. End
  2237.  
  2238. ; ---------------------------------------------------------------------------------------
  2239. ; The Bits that are thrown off from the damaged buildings
  2240. ObjectCreationList OCL_Gen43_Chunk3
  2241.   CreateObject
  2242.     ObjectNames = BuildingGen43BitC
  2243.     Offset = X:-6.568 Y:-7.184 Z:24.536
  2244.     Count = 1
  2245.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2246.     DispositionIntensity = 6.0
  2247.     VelocityScale = 2.0
  2248.   End
  2249. End
  2250.  
  2251. ; ---------------------------------------------------------------------------------------
  2252. ; The Bits that are thrown off from the damaged buildings
  2253. ObjectCreationList OCL_Gen43_Chunk4
  2254.   CreateObject
  2255.     ObjectNames = BuildingGen43BitD
  2256.     Offset = X:-3.624 Y:4.984 Z:50.752
  2257.     Count = 1
  2258.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2259.     DispositionIntensity = 6.0
  2260.     VelocityScale = 2.0
  2261.   End
  2262. End
  2263.  
  2264. ; ---------------------------------------------------------------------------------------
  2265. ; The Bits that are thrown off from the damaged buildings
  2266. ObjectCreationList OCL_Gen44_Chunk1
  2267.   CreateObject
  2268.     ObjectNames = BuildingGen44BitA
  2269.     Offset = X:0.0 Y:-20.0 Z:22.4
  2270.     Count = 1
  2271.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2272.     DispositionIntensity = 6.0
  2273.     VelocityScale = 2.0
  2274.   End
  2275. End
  2276.  
  2277. ; ---------------------------------------------------------------------------------------
  2278. ; The Bits that are thrown off from the damaged buildings
  2279. ObjectCreationList OCL_Gen44_Chunk2
  2280.   CreateObject
  2281.     ObjectNames = BuildingGen44BitB
  2282.     Offset = X:-2.4 Y:3.2 Z:40.0
  2283.     Count = 1
  2284.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2285.     DispositionIntensity = 6.0
  2286.     VelocityScale = 2.0
  2287.   End
  2288. End
  2289.  
  2290. ; ---------------------------------------------------------------------------------------
  2291. ; The Bits that are thrown off from the damaged buildings
  2292. ObjectCreationList OCL_Gen44_Chunk3
  2293.   CreateObject
  2294.     ObjectNames = BuildingGen44BitC
  2295.     Offset = X:6.4 Y:13.6 Z:22.4
  2296.     Count = 1
  2297.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2298.     DispositionIntensity = 6.0
  2299.     VelocityScale = 2.0
  2300.   End
  2301. End
  2302.  
  2303. ; ---------------------------------------------------------------------------------------
  2304. ; The Bits that are thrown off from the damaged buildings
  2305. ObjectCreationList OCL_Gen44_Chunk4
  2306.   CreateObject
  2307.     ObjectNames = BuildingGen44BitD
  2308.     Offset = X:0.0 Y:24.8 Z:36.8
  2309.     Count = 1
  2310.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2311.     DispositionIntensity = 6.0
  2312.     VelocityScale = 2.0
  2313.   End
  2314. End
  2315.  
  2316. ; ---------------------------------------------------------------------------------------
  2317. ; The Bits that are thrown off from the damaged buildings
  2318. ObjectCreationList OCL_Gen45_Chunk1
  2319.   CreateObject
  2320.     ObjectNames = BuildingGen45BitA
  2321.     Offset = X:0.0 Y:20.0 Z:32.8
  2322.     Count = 1
  2323.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2324.     DispositionIntensity = 6.0
  2325.     VelocityScale = 2.0
  2326.   End
  2327. End
  2328.  
  2329. ; ---------------------------------------------------------------------------------------
  2330. ; The Bits that are thrown off from the damaged buildings
  2331. ObjectCreationList OCL_Gen45_Chunk2
  2332.   CreateObject
  2333.     ObjectNames = BuildingGen45BitB
  2334.     Offset = X:9.6 Y:0.0 Z:68.8
  2335.     Count = 1
  2336.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2337.     DispositionIntensity = 6.0
  2338.     VelocityScale = 2.0
  2339.   End
  2340. End
  2341.  
  2342. ; ---------------------------------------------------------------------------------------
  2343. ; The Bits that are thrown off from the damaged buildings
  2344. ObjectCreationList OCL_Gen45_Chunk3
  2345.   CreateObject
  2346.     ObjectNames = BuildingGen45BitC
  2347.     Offset = X:4.0 Y:20.8 Z:20.0
  2348.     Count = 1
  2349.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2350.     DispositionIntensity = 6.0
  2351.     VelocityScale = 2.0
  2352.   End
  2353. End
  2354.  
  2355. ; ---------------------------------------------------------------------------------------
  2356. ; The Bits that are thrown off from the damaged buildings
  2357. ObjectCreationList OCL_Gen45_Chunk4
  2358.   CreateObject
  2359.     ObjectNames = BuildingGen45BitD
  2360.     Offset = X:-12.0 Y:-8.0 Z:21.6
  2361.     Count = 1
  2362.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2363.     DispositionIntensity = 6.0
  2364.     VelocityScale = 2.0
  2365.   End
  2366. End
  2367.  
  2368. ; ---------------------------------------------------------------------------------------
  2369. ; The Bits that are thrown off from the damaged buildings
  2370. ObjectCreationList OCL_Gen46_Chunk1
  2371.   CreateObject
  2372.     ObjectNames = BuildingGen05BitA
  2373.     Offset = X:-1.6 Y:0.0 Z:76.0
  2374.     Count = 1
  2375.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2376.     DispositionIntensity = 6.0
  2377.     VelocityScale = 2.0
  2378.   End
  2379. End
  2380.  
  2381. ; ---------------------------------------------------------------------------------------
  2382. ; The Bits that are thrown off from the damaged buildings
  2383. ObjectCreationList OCL_Gen46_Chunk2
  2384.   CreateObject
  2385.     ObjectNames = BuildingGen05BitB
  2386.     Offset = X:1.6 Y:-5.6 Z:49.6
  2387.     Count = 1
  2388.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2389.     DispositionIntensity = 6.0
  2390.     VelocityScale = 2.0
  2391.   End
  2392. End
  2393.  
  2394. ; ---------------------------------------------------------------------------------------
  2395. ; The Bits that are thrown off from the damaged buildings
  2396. ObjectCreationList OCL_Gen46_Chunk3
  2397.   CreateObject
  2398.     ObjectNames = BuildingGen05BitC
  2399.     Offset = X:-1.6 Y:11.2 Z:24.0
  2400.     Count = 1
  2401.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2402.     DispositionIntensity = 6.0
  2403.     VelocityScale = 2.0
  2404.   End
  2405. End
  2406.  
  2407. ; ---------------------------------------------------------------------------------------
  2408. ; The Bits that are thrown off from the damaged buildings
  2409. ObjectCreationList OCL_Gen46_Chunk4
  2410.   CreateObject
  2411.     ObjectNames = BuildingGen05BitD
  2412.     Offset = X:-12.0 Y:-8.8 Z:32.0
  2413.     Count = 1
  2414.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2415.     DispositionIntensity = 6.0
  2416.     VelocityScale = 2.0
  2417.   End
  2418. End
  2419.  
  2420. ; ---------------------------------------------------------------------------------------
  2421. ; The Bits that are thrown off from the damaged buildings
  2422. ObjectCreationList OCL_Gen47_Chunk1
  2423.   CreateObject
  2424.     ObjectNames = BuildingGen47BitA
  2425.     Offset = X:-4.72 Y:0.0 Z:72.504
  2426.     Count = 1
  2427.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2428.     DispositionIntensity = 6.0
  2429.     VelocityScale = 2.0
  2430.   End
  2431. End
  2432.  
  2433. ; ---------------------------------------------------------------------------------------
  2434. ; The Bits that are thrown off from the damaged buildings
  2435. ObjectCreationList OCL_Gen47_Chunk2
  2436.   CreateObject
  2437.     ObjectNames = BuildingGen47BitB
  2438.     Offset = X:-1.664 Y:-28.712 Z:17.480
  2439.     Count = 1
  2440.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2441.     DispositionIntensity = 6.0
  2442.     VelocityScale = 2.0
  2443.   End
  2444. End
  2445.  
  2446. ; ---------------------------------------------------------------------------------------
  2447. ; The Bits that are thrown off from the damaged buildings
  2448. ObjectCreationList OCL_Gen47_Chunk3
  2449.   CreateObject
  2450.     ObjectNames = BuildingGen47BitC
  2451.     Offset = X:-6.4 Y:28.352 Z:19.832
  2452.     Count = 1
  2453.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2454.     DispositionIntensity = 6.0
  2455.     VelocityScale = 2.0
  2456.   End
  2457. End
  2458.  
  2459. ; ---------------------------------------------------------------------------------------
  2460. ; The Bits that are thrown off from the damaged buildings
  2461. ObjectCreationList OCL_Gen47_Chunk4
  2462.   CreateObject
  2463.     ObjectNames = BuildingGen47BitD
  2464.     Offset = X:14.600 Y:9.960 Z:23.848
  2465.     Count = 1
  2466.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2467.     DispositionIntensity = 6.0
  2468.     VelocityScale = 2.0
  2469.   End
  2470. End
  2471.  
  2472. ; ---------------------------------------------------------------------------------------
  2473. ; The Bits that are thrown off from the damaged buildings
  2474. ObjectCreationList OCL_Gen48_Chunk1
  2475.   CreateObject
  2476.     ObjectNames = BuildingGen48BitA
  2477.     Offset = X:3.792 Y:8.048 Z:26.704
  2478.     Count = 1
  2479.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2480.     DispositionIntensity = 6.0
  2481.     VelocityScale = 2.0
  2482.   End
  2483. End
  2484.  
  2485. ; ---------------------------------------------------------------------------------------
  2486. ; The Bits that are thrown off from the damaged buildings
  2487. ObjectCreationList OCL_Gen48_Chunk2
  2488.   CreateObject
  2489.     ObjectNames = BuildingGen48BitB
  2490.     Offset = X:-4.584 Y:15.168 Z:21.272
  2491.     Count = 1
  2492.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2493.     DispositionIntensity = 6.0
  2494.     VelocityScale = 2.0
  2495.   End
  2496. End
  2497.  
  2498. ; ---------------------------------------------------------------------------------------
  2499. ; The Bits that are thrown off from the damaged buildings
  2500. ObjectCreationList OCL_Gen48_Chunk3
  2501.   CreateObject
  2502.     ObjectNames = BuildingGen48BitC
  2503.     Offset = X:-1.792 Y:-6.952 Z:55.712
  2504.     Count = 1
  2505.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2506.     DispositionIntensity = 6.0
  2507.     VelocityScale = 2.0
  2508.   End
  2509. End
  2510.  
  2511. ; ---------------------------------------------------------------------------------------
  2512. ; The Bits that are thrown off from the damaged buildings
  2513. ObjectCreationList OCL_Gen48_Chunk4
  2514.   CreateObject
  2515.     ObjectNames = BuildingGen48BitD
  2516.     Offset = X:3.416 Y:-22.336 Z:22.104
  2517.     Count = 1
  2518.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2519.     DispositionIntensity = 6.0
  2520.     VelocityScale = 2.0
  2521.   End
  2522. End
  2523.  
  2524. ; ---------------------------------------------------------------------------------------
  2525. ; The Bits that are thrown off from the damaged buildings
  2526. ObjectCreationList OCL_Gen49_Chunk1
  2527.   CreateObject
  2528.     ObjectNames = BuildingGen49BitA
  2529.     Offset = X:0.0 Y:0.0 Z:53.6
  2530.     Count = 1
  2531.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2532.     DispositionIntensity = 6.0
  2533.     VelocityScale = 2.0
  2534.   End
  2535. End
  2536.  
  2537. ; ---------------------------------------------------------------------------------------
  2538. ; The Bits that are thrown off from the damaged buildings
  2539. ObjectCreationList OCL_Gen49_Chunk2
  2540.   CreateObject
  2541.     ObjectNames = BuildingGen49BitB
  2542.     Offset = X:-4.8 Y:14.4 Z:19.2
  2543.     Count = 1
  2544.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2545.     DispositionIntensity = 6.0
  2546.     VelocityScale = 2.0
  2547.   End
  2548. End
  2549.  
  2550. ; ---------------------------------------------------------------------------------------
  2551. ; The Bits that are thrown off from the damaged buildings
  2552. ObjectCreationList OCL_Gen49_Chunk3
  2553.   CreateObject
  2554.     ObjectNames = BuildingGen49BitC
  2555.     Offset = X:7.2 Y:-15.2 Z:19.2
  2556.     Count = 1
  2557.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2558.     DispositionIntensity = 6.0
  2559.     VelocityScale = 2.0
  2560.   End
  2561. End
  2562.  
  2563. ; ---------------------------------------------------------------------------------------
  2564. ; The Bits that are thrown off from the damaged buildings
  2565. ObjectCreationList OCL_Gen49_Chunk4
  2566.   CreateObject
  2567.     ObjectNames = BuildingGen49BitD
  2568.     Offset = X:-4.8 Y:-15.2 Z:27.2
  2569.     Count = 1
  2570.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2571.     DispositionIntensity = 6.0
  2572.     VelocityScale = 2.0
  2573.   End
  2574. End
  2575.  
  2576. ; ---------------------------------------------------------------------------------------
  2577. ; The Bits that are thrown off from the damaged buildings
  2578. ObjectCreationList OCL_Gen50_Chunk1
  2579.   CreateObject
  2580.     ObjectNames = BuildingGen50BitA
  2581.     Offset = X:2.4 Y:0.0 Z:62.4
  2582.     Count = 1
  2583.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2584.     DispositionIntensity = 6.0
  2585.     VelocityScale = 2.0
  2586.   End
  2587. End
  2588.  
  2589. ; ---------------------------------------------------------------------------------------
  2590. ; The Bits that are thrown off from the damaged buildings
  2591. ObjectCreationList OCL_Gen50_Chunk2
  2592.   CreateObject
  2593.     ObjectNames = BuildingGen50BitB
  2594.     Offset = X:-3.2 Y:25.6 Z:33.6
  2595.     Count = 1
  2596.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2597.     DispositionIntensity = 6.0
  2598.     VelocityScale = 2.0
  2599.   End
  2600. End
  2601.  
  2602. ; ---------------------------------------------------------------------------------------
  2603. ; The Bits that are thrown off from the damaged buildings
  2604. ObjectCreationList OCL_Gen50_Chunk3
  2605.   CreateObject
  2606.     ObjectNames = BuildingGen50BitC
  2607.     Offset = X:-3.2 Y:-22.4 Z:31.2
  2608.     Count = 1
  2609.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2610.     DispositionIntensity = 6.0
  2611.     VelocityScale = 2.0
  2612.   End
  2613. End
  2614.  
  2615. ; ---------------------------------------------------------------------------------------
  2616. ; The Bits that are thrown off from the damaged buildings
  2617. ObjectCreationList OCL_Gen50_Chunk4
  2618.   CreateObject
  2619.     ObjectNames = BuildingGen50BitD
  2620.     Offset = X:10.4 Y:4.8 Z:20.0
  2621.     Count = 1
  2622.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2623.     DispositionIntensity = 6.0
  2624.     VelocityScale = 2.0
  2625.   End
  2626. End
  2627.  
  2628. ; ---------------------------------------------------------------------------------------
  2629. ; The Bits that are thrown off from the damaged buildings
  2630. ObjectCreationList OCL_Gen51_Chunk1
  2631.   CreateObject
  2632.     ObjectNames = BuildingGen51BitA
  2633.     Offset = X:0.0 Y:0.0 Z:62.4
  2634.     Count = 1
  2635.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2636.     DispositionIntensity = 6.0
  2637.     VelocityScale = 2.0
  2638.   End
  2639. End
  2640.  
  2641. ; ---------------------------------------------------------------------------------------
  2642. ; The Bits that are thrown off from the damaged buildings
  2643. ObjectCreationList OCL_Gen51_Chunk2
  2644.   CreateObject
  2645.     ObjectNames = BuildingGen51BitB
  2646.     Offset = X:9.6 Y:-20.0 Z:28.8
  2647.     Count = 1
  2648.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2649.     DispositionIntensity = 6.0
  2650.     VelocityScale = 2.0
  2651.   End
  2652. End
  2653.  
  2654. ; ---------------------------------------------------------------------------------------
  2655. ; The Bits that are thrown off from the damaged buildings
  2656. ObjectCreationList OCL_Gen51_Chunk3
  2657.   CreateObject
  2658.     ObjectNames = BuildingGen51BitC
  2659.     Offset = X:9.6 Y:20.0 Z:40.8
  2660.     Count = 1
  2661.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2662.     DispositionIntensity = 6.0
  2663.     VelocityScale = 2.0
  2664.   End
  2665. End
  2666.  
  2667. ; ---------------------------------------------------------------------------------------
  2668. ; The Bits that are thrown off from the damaged buildings
  2669. ObjectCreationList OCL_Gen51_Chunk4
  2670.   CreateObject
  2671.     ObjectNames = BuildingGen51BitD
  2672.     Offset = X:-9.6 Y:20.0 Z:28.8
  2673.     Count = 1
  2674.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2675.     DispositionIntensity = 6.0
  2676.     VelocityScale = 2.0
  2677.   End
  2678. End
  2679.  
  2680. ; ---------------------------------------------------------------------------------------
  2681. ; The Bits that are thrown off from the damaged buildings
  2682. ObjectCreationList OCL_Gen52_Chunk1
  2683.   CreateObject
  2684.     ObjectNames = BuildingGen52BitA
  2685.     Offset = X:0.0 Y:0.0 Z:28.0
  2686.     Count = 1
  2687.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2688.     DispositionIntensity = 6.0
  2689.     VelocityScale = 2.0
  2690.   End
  2691. End
  2692.  
  2693. ; ---------------------------------------------------------------------------------------
  2694. ; The Bits that are thrown off from the damaged buildings
  2695. ObjectCreationList OCL_Gen52_Chunk2
  2696.   CreateObject
  2697.     ObjectNames = BuildingGen52BitB
  2698.     Offset = X:0.0 Y:32.0 Z:44.0
  2699.     Count = 1
  2700.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2701.     DispositionIntensity = 6.0
  2702.     VelocityScale = 2.0
  2703.   End
  2704. End
  2705.  
  2706. ; ---------------------------------------------------------------------------------------
  2707. ; The Bits that are thrown off from the damaged buildings
  2708. ObjectCreationList OCL_Gen52_Chunk3
  2709.   CreateObject
  2710.     ObjectNames = BuildingGen52BitC
  2711.     Offset = X:8.0 Y:-37.6 Z:34.4
  2712.     Count = 1
  2713.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2714.     DispositionIntensity = 6.0
  2715.     VelocityScale = 2.0
  2716.   End
  2717. End
  2718.  
  2719. ; ---------------------------------------------------------------------------------------
  2720. ; The Bits that are thrown off from the damaged buildings
  2721. ObjectCreationList OCL_Gen52_Chunk4
  2722.   CreateObject
  2723.     ObjectNames = BuildingGen52BitD
  2724.     Offset = X:-3.2 Y:-17.6 Z:44.0
  2725.     Count = 1
  2726.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2727.     DispositionIntensity = 6.0
  2728.     VelocityScale = 2.0
  2729.   End
  2730. End
  2731.  
  2732. ; ---------------------------------------------------------------------------------------
  2733. ; The Bits that are thrown off from the damaged buildings
  2734. ObjectCreationList OCL_Gen53_Chunk1
  2735.   CreateObject
  2736.     ObjectNames = BuildingGen53BitA
  2737.     Offset = X:-1.6 Y:-5.6 Z:60.8
  2738.     Count = 1
  2739.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2740.     DispositionIntensity = 6.0
  2741.     VelocityScale = 2.0
  2742.   End
  2743. End
  2744.  
  2745. ; ---------------------------------------------------------------------------------------
  2746. ; The Bits that are thrown off from the damaged buildings
  2747. ObjectCreationList OCL_Gen53_Chunk2
  2748.   CreateObject
  2749.     ObjectNames = BuildingGen53BitB
  2750.     Offset = X:-1.6 Y:19.2 Z:43.2
  2751.     Count = 1
  2752.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2753.     DispositionIntensity = 6.0
  2754.     VelocityScale = 2.0
  2755.   End
  2756. End
  2757.  
  2758. ; ---------------------------------------------------------------------------------------
  2759. ; The Bits that are thrown off from the damaged buildings
  2760. ObjectCreationList OCL_Gen53_Chunk3
  2761.   CreateObject
  2762.     ObjectNames = BuildingGen53BitC
  2763.     Offset = X:-1.6 Y:-19.2 Z:31.2
  2764.     Count = 1
  2765.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2766.     DispositionIntensity = 6.0
  2767.     VelocityScale = 2.0
  2768.   End
  2769. End
  2770.  
  2771. ; ---------------------------------------------------------------------------------------
  2772. ; The Bits that are thrown off from the damaged buildings
  2773. ObjectCreationList OCL_Gen53_Chunk4
  2774.   CreateObject
  2775.     ObjectNames = BuildingGen53BitD
  2776.     Offset = X:8.0 Y:5.6 Z:28.0
  2777.     Count = 1
  2778.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2779.     DispositionIntensity = 6.0
  2780.     VelocityScale = 2.0
  2781.   End
  2782. End
  2783.  
  2784. ; ---------------------------------------------------------------------------------------
  2785. ; The Bits that are thrown off from the damaged buildings
  2786. ObjectCreationList OCL_Gen54_Chunk1
  2787.   CreateObject
  2788.     ObjectNames = BuildingGen54BitA
  2789.     Offset = X:8.8 Y:-2.4 Z:37.6
  2790.     Count = 1
  2791.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2792.     DispositionIntensity = 6.0
  2793.     VelocityScale = 2.0
  2794.   End
  2795. End
  2796.  
  2797. ; ---------------------------------------------------------------------------------------
  2798. ; The Bits that are thrown off from the damaged buildings
  2799. ObjectCreationList OCL_Gen54_Chunk2
  2800.   CreateObject
  2801.     ObjectNames = BuildingGen54BitB
  2802.     Offset = X:-11.2 Y:-28.0 Z:21.6
  2803.     Count = 1
  2804.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2805.     DispositionIntensity = 6.0
  2806.     VelocityScale = 2.0
  2807.   End
  2808. End
  2809.  
  2810. ; ---------------------------------------------------------------------------------------
  2811. ; The Bits that are thrown off from the damaged buildings
  2812. ObjectCreationList OCL_Gen54_Chunk3
  2813.   CreateObject
  2814.     ObjectNames = BuildingGen54BitC
  2815.     Offset = X:-11.2 Y:28.0 Z:75.2
  2816.     Count = 1
  2817.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2818.     DispositionIntensity = 6.0
  2819.     VelocityScale = 2.0
  2820.   End
  2821. End
  2822.  
  2823. ; ---------------------------------------------------------------------------------------
  2824. ; The Bits that are thrown off from the damaged buildings
  2825. ObjectCreationList OCL_Gen54_Chunk4
  2826.   CreateObject
  2827.     ObjectNames = BuildingGen54BitD
  2828.     Offset = X:-11.2 Y:0.0 Z:16.8
  2829.     Count = 1
  2830.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2831.     DispositionIntensity = 6.0
  2832.     VelocityScale = 2.0
  2833.   End
  2834. End
  2835.  
  2836. ; ---------------------------------------------------------------------------------------
  2837. ; The Bits that are thrown off from the damaged buildings
  2838. ObjectCreationList OCL_Gen55_Chunk1
  2839.   CreateObject
  2840.     ObjectNames = BuildingGen55BitA
  2841.     Offset = X:7.2 Y:-24.0 Z:43.2
  2842.     Count = 1
  2843.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2844.     DispositionIntensity = 6.0
  2845.     VelocityScale = 2.0
  2846.   End
  2847. End
  2848.  
  2849. ; ---------------------------------------------------------------------------------------
  2850. ; The Bits that are thrown off from the damaged buildings
  2851. ObjectCreationList OCL_Gen55_Chunk2
  2852.   CreateObject
  2853.     ObjectNames = BuildingGen55BitB
  2854.     Offset = X:-12.0 Y:-15.2 Z:58.4
  2855.     Count = 1
  2856.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2857.     DispositionIntensity = 6.0
  2858.     VelocityScale = 2.0
  2859.   End
  2860. End
  2861.  
  2862. ; ---------------------------------------------------------------------------------------
  2863. ; The Bits that are thrown off from the damaged buildings
  2864. ObjectCreationList OCL_Gen55_Chunk3
  2865.   CreateObject
  2866.     ObjectNames = BuildingGen55BitC
  2867.     Offset = X:9.6 Y:19.2 Z:43.2
  2868.     Count = 1
  2869.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2870.     DispositionIntensity = 6.0
  2871.     VelocityScale = 2.0
  2872.   End
  2873. End
  2874.  
  2875. ; ---------------------------------------------------------------------------------------
  2876. ; The Bits that are thrown off from the damaged buildings
  2877. ObjectCreationList OCL_Gen55_Chunk4
  2878.   CreateObject
  2879.     ObjectNames = BuildingGen55BitD
  2880.     Offset = X:-12.0 Y:21.6 Z:43.2
  2881.     Count = 1
  2882.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2883.     DispositionIntensity = 6.0
  2884.     VelocityScale = 2.0
  2885.   End
  2886. End
  2887.  
  2888. ; ---------------------------------------------------------------------------------------
  2889. ; The Bits that are thrown off from the damaged buildings
  2890. ObjectCreationList OCL_Gen56_Chunk1
  2891.   CreateObject
  2892.     ObjectNames = BuildingGen56BitA
  2893.     Offset = X:-4.8 Y:0.0 Z:52.8
  2894.     Count = 1
  2895.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2896.     DispositionIntensity = 6.0
  2897.     VelocityScale = 2.0
  2898.   End
  2899. End
  2900.  
  2901. ; ---------------------------------------------------------------------------------------
  2902. ; The Bits that are thrown off from the damaged buildings
  2903. ObjectCreationList OCL_Gen56_Chunk2
  2904.   CreateObject
  2905.     ObjectNames = BuildingGen56BitB
  2906.     Offset = X:-10.4 Y:-10.4 Z:22.4
  2907.     Count = 1
  2908.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2909.     DispositionIntensity = 6.0
  2910.     VelocityScale = 2.0
  2911.   End
  2912. End
  2913.  
  2914. ; ---------------------------------------------------------------------------------------
  2915. ; The Bits that are thrown off from the damaged buildings
  2916. ObjectCreationList OCL_Gen56_Chunk3
  2917.   CreateObject
  2918.     ObjectNames = BuildingGen56BitC
  2919.     Offset = X:-2.4 Y:19.2 Z:32.0
  2920.     Count = 1
  2921.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2922.     DispositionIntensity = 6.0
  2923.     VelocityScale = 2.0
  2924.   End
  2925. End
  2926.  
  2927. ; ---------------------------------------------------------------------------------------
  2928. ; The Bits that are thrown off from the damaged buildings
  2929. ObjectCreationList OCL_Gen56_Chunk4
  2930.   CreateObject
  2931.     ObjectNames = BuildingGen56BitD
  2932.     Offset = X:1.6 Y:-19.2 Z:37.6
  2933.     Count = 1
  2934.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2935.     DispositionIntensity = 6.0
  2936.     VelocityScale = 2.0
  2937.   End
  2938. End
  2939.  
  2940. ; ---------------------------------------------------------------------------------------
  2941. ; The Bits that are thrown off from the damaged buildings
  2942. ObjectCreationList OCL_Gen57_Chunk1
  2943.   CreateObject
  2944.     ObjectNames = BuildingGen57BitA
  2945.     Offset = X:-0.8 Y:0.0 Z:59.2
  2946.     Count = 1
  2947.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2948.     DispositionIntensity = 6.0
  2949.     VelocityScale = 2.0
  2950.   End
  2951. End
  2952.  
  2953. ; ---------------------------------------------------------------------------------------
  2954. ; The Bits that are thrown off from the damaged buildings
  2955. ObjectCreationList OCL_Gen57_Chunk2
  2956.   CreateObject
  2957.     ObjectNames = BuildingGen57BitB
  2958.     Offset = X:4.8 Y:5.6 Z:34.4
  2959.     Count = 1
  2960.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2961.     DispositionIntensity = 6.0
  2962.     VelocityScale = 2.0
  2963.   End
  2964. End
  2965.  
  2966. ; ---------------------------------------------------------------------------------------
  2967. ; The Bits that are thrown off from the damaged buildings
  2968. ObjectCreationList OCL_Gen57_Chunk3
  2969.   CreateObject
  2970.     ObjectNames = BuildingGen57BitC
  2971.     Offset = X:0.0 Y:28.8 Z:32.0
  2972.     Count = 1
  2973.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2974.     DispositionIntensity = 6.0
  2975.     VelocityScale = 2.0
  2976.   End
  2977. End
  2978.  
  2979. ; ---------------------------------------------------------------------------------------
  2980. ; The Bits that are thrown off from the damaged buildings
  2981. ObjectCreationList OCL_Gen57_Chunk4
  2982.   CreateObject
  2983.     ObjectNames = BuildingGen57BitD
  2984.     Offset = X:-2.4 Y:-25.6 Z:32.0
  2985.     Count = 1
  2986.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  2987.     DispositionIntensity = 6.0
  2988.     VelocityScale = 2.0
  2989.   End
  2990. End
  2991.  
  2992. ; ---------------------------------------------------------------------------------------
  2993. ; The Bits that are thrown off from the damaged buildings
  2994. ObjectCreationList OCL_Gen58_Chunk1
  2995.   CreateObject
  2996.     ObjectNames = BuildingGen58BitA
  2997.     Offset = X:7.2 Y:-3.2 Z:57.6
  2998.     Count = 1
  2999.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3000.     DispositionIntensity = 6.0
  3001.     VelocityScale = 2.0
  3002.   End
  3003. End
  3004.  
  3005. ; ---------------------------------------------------------------------------------------
  3006. ; The Bits that are thrown off from the damaged buildings
  3007. ObjectCreationList OCL_Gen58_Chunk2
  3008.   CreateObject
  3009.     ObjectNames = BuildingGen58BitB
  3010.     Offset = X:-11.2 Y:-22.4 Z:36.8
  3011.     Count = 1
  3012.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3013.     DispositionIntensity = 6.0
  3014.     VelocityScale = 2.0
  3015.   End
  3016. End
  3017.  
  3018. ; ---------------------------------------------------------------------------------------
  3019. ; The Bits that are thrown off from the damaged buildings
  3020. ObjectCreationList OCL_Gen58_Chunk3
  3021.   CreateObject
  3022.     ObjectNames = BuildingGen58BitC
  3023.     Offset = X:-11.2 Y:22.4 Z:36.8
  3024.     Count = 1
  3025.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3026.     DispositionIntensity = 6.0
  3027.     VelocityScale = 2.0
  3028.   End
  3029. End
  3030.  
  3031. ; ---------------------------------------------------------------------------------------
  3032. ; The Bits that are thrown off from the damaged buildings
  3033. ObjectCreationList OCL_Gen58_Chunk4
  3034.   CreateObject
  3035.     ObjectNames = BuildingGen58BitD
  3036.     Offset = X:7.2 Y:28.8 Z:33.6
  3037.     Count = 1
  3038.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3039.     DispositionIntensity = 6.0
  3040.     VelocityScale = 2.0
  3041.   End
  3042. End
  3043.  
  3044. ; ---------------------------------------------------------------------------------------
  3045. ; The Bits that are thrown off from the damaged buildings
  3046. ObjectCreationList OCL_Gen59_Chunk1
  3047.   CreateObject
  3048.     ObjectNames = BuildingGen59BitA
  3049.     Offset = X:5.6 Y:-7.2 Z:33.6
  3050.     Count = 1
  3051.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3052.     DispositionIntensity = 6.0
  3053.     VelocityScale = 2.0
  3054.   End
  3055. End
  3056.  
  3057. ; ---------------------------------------------------------------------------------------
  3058. ; The Bits that are thrown off from the damaged buildings
  3059. ObjectCreationList OCL_Gen59_Chunk2
  3060.   CreateObject
  3061.     ObjectNames = BuildingGen59BitB
  3062.     Offset = X:-5.6 Y:5.6 Z:45.6
  3063.     Count = 1
  3064.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3065.     DispositionIntensity = 6.0
  3066.     VelocityScale = 2.0
  3067.   End
  3068. End
  3069.  
  3070. ; ---------------------------------------------------------------------------------------
  3071. ; The Bits that are thrown off from the damaged buildings
  3072. ObjectCreationList OCL_Gen59_Chunk3
  3073.   CreateObject
  3074.     ObjectNames = BuildingGen59BitC
  3075.     Offset = X:-5.6 Y:35.2 Z:20.8
  3076.     Count = 1
  3077.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3078.     DispositionIntensity = 6.0
  3079.     VelocityScale = 2.0
  3080.   End
  3081. End
  3082.  
  3083. ; ---------------------------------------------------------------------------------------
  3084. ; The Bits that are thrown off from the damaged buildings
  3085. ObjectCreationList OCL_Gen59_Chunk4
  3086.   CreateObject
  3087.     ObjectNames = BuildingGen59BitD
  3088.     Offset = X:0.0 Y:-35.2 Z:20.8
  3089.     Count = 1
  3090.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3091.     DispositionIntensity = 6.0
  3092.     VelocityScale = 2.0
  3093.   End
  3094. End
  3095.  
  3096. ; ---------------------------------------------------------------------------------------
  3097. ; The Bits that are thrown off from the damaged buildings
  3098. ObjectCreationList OCL_Gen60_Chunk1
  3099.   CreateObject
  3100.     ObjectNames = BuildingGen05BitA
  3101.     Offset = X:-2.4 Y:-4.0 Z:43.2
  3102.     Count = 1
  3103.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3104.     DispositionIntensity = 6.0
  3105.     VelocityScale = 2.0
  3106.   End
  3107. End
  3108.  
  3109. ; ---------------------------------------------------------------------------------------
  3110. ; The Bits that are thrown off from the damaged buildings
  3111. ObjectCreationList OCL_Gen60_Chunk2
  3112.   CreateObject
  3113.     ObjectNames = BuildingGen05BitB
  3114.     Offset = X:6.4 Y:4.8 Z:28.0
  3115.     Count = 1
  3116.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3117.     DispositionIntensity = 6.0
  3118.     VelocityScale = 2.0
  3119.   End
  3120. End
  3121.  
  3122. ; ---------------------------------------------------------------------------------------
  3123. ; The Bits that are thrown off from the damaged buildings
  3124. ObjectCreationList OCL_Gen60_Chunk3
  3125.   CreateObject
  3126.     ObjectNames = BuildingGen05BitC
  3127.     Offset = X:-2.4 Y:26.4 Z:20.0
  3128.     Count = 1
  3129.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3130.     DispositionIntensity = 6.0
  3131.     VelocityScale = 2.0
  3132.   End
  3133. End
  3134.  
  3135. ; ---------------------------------------------------------------------------------------
  3136. ; The Bits that are thrown off from the damaged buildings
  3137. ObjectCreationList OCL_Gen60_Chunk4
  3138.   CreateObject
  3139.     ObjectNames = BuildingGen05BitD
  3140.     Offset = X:-2.4 Y:-24.0 Z:17.6
  3141.     Count = 1
  3142.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3143.     DispositionIntensity = 6.0
  3144.     VelocityScale = 2.0
  3145.   End
  3146. End
  3147.  
  3148. ; ---------------------------------------------------------------------------------------
  3149. ; The Bits that are thrown off from the damaged buildings
  3150. ObjectCreationList OCL_Gen61_Chunk1
  3151.   CreateObject
  3152.     ObjectNames = BuildingGen05BitA
  3153.     Offset = X:0.0 Y:-0.8 Z:46.4
  3154.     Count = 1
  3155.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3156.     DispositionIntensity = 6.0
  3157.     VelocityScale = 2.0
  3158.   End
  3159. End
  3160.  
  3161. ; ---------------------------------------------------------------------------------------
  3162. ; The Bits that are thrown off from the damaged buildings
  3163. ObjectCreationList OCL_Gen61_Chunk2
  3164.   CreateObject
  3165.     ObjectNames = BuildingGen05BitB
  3166.     Offset = X:2.4 Y:0.0 Z:46.4
  3167.     Count = 1
  3168.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3169.     DispositionIntensity = 6.0
  3170.     VelocityScale = 2.0
  3171.   End
  3172. End
  3173.  
  3174. ; ---------------------------------------------------------------------------------------
  3175. ; The Bits that are thrown off from the damaged buildings
  3176. ObjectCreationList OCL_Gen61_Chunk3
  3177.   CreateObject
  3178.     ObjectNames = BuildingGen05BitC
  3179.     Offset = X:1.6 Y:-20.0 Z:20.8
  3180.     Count = 1
  3181.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3182.     DispositionIntensity = 6.0
  3183.     VelocityScale = 2.0
  3184.   End
  3185. End
  3186.  
  3187. ; ---------------------------------------------------------------------------------------
  3188. ; The Bits that are thrown off from the damaged buildings
  3189. ObjectCreationList OCL_Gen61_Chunk4
  3190.   CreateObject
  3191.     ObjectNames = BuildingGen05BitD
  3192.     Offset = X:1.6 Y:20.0 Z:21.6
  3193.     Count = 1
  3194.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3195.     DispositionIntensity = 6.0
  3196.     VelocityScale = 2.0
  3197.   End
  3198. End
  3199.  
  3200.  
  3201. ; ---------------------------------------------------------------------------------------
  3202. ; The Bits that are thrown off from the damaged buildings
  3203. ObjectCreationList OCL_Gen62_Chunk1
  3204.   CreateObject
  3205.     ObjectNames = BuildingGen62BitA
  3206.     Offset = X:-1.6 Y:-28.0 Z:37.6
  3207.     Count = 1
  3208.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3209.     DispositionIntensity = 6.0
  3210.     VelocityScale = 2.0
  3211.   End
  3212. End
  3213.  
  3214. ; ---------------------------------------------------------------------------------------
  3215. ; The Bits that are thrown off from the damaged buildings
  3216. ObjectCreationList OCL_Gen62_Chunk2
  3217.   CreateObject
  3218.     ObjectNames = BuildingGen62BitB
  3219.     Offset = X:-1.6 Y:-9.6 Z:30.4
  3220.     Count = 1
  3221.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3222.     DispositionIntensity = 6.0
  3223.     VelocityScale = 2.0
  3224.   End
  3225. End
  3226.  
  3227. ; ---------------------------------------------------------------------------------------
  3228. ; The Bits that are thrown off from the damaged buildings
  3229. ObjectCreationList OCL_Gen62_Chunk3
  3230.   CreateObject
  3231.     ObjectNames = BuildingGen62BitC
  3232.     Offset = X:3.2 Y:30.4 Z:18.4
  3233.     Count = 1
  3234.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3235.     DispositionIntensity = 6.0
  3236.     VelocityScale = 2.0
  3237.   End
  3238. End
  3239.  
  3240. ; ---------------------------------------------------------------------------------------
  3241. ; The Bits that are thrown off from the damaged buildings
  3242. ObjectCreationList OCL_Gen62_Chunk4
  3243.   CreateObject
  3244.     ObjectNames = BuildingGen62BitD
  3245.     Offset = X:-8.0 Y:-13.6 Z:21.6
  3246.     Count = 1
  3247.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3248.     DispositionIntensity = 6.0
  3249.     VelocityScale = 2.0
  3250.   End
  3251. End
  3252.  
  3253.  
  3254. ; ---------------------------------------------------------------------------------------
  3255. ; The Bits that are thrown off from the damaged buildings
  3256. ObjectCreationList OCL_Gen63_Chunk1
  3257.   CreateObject
  3258.     ObjectNames = BuildingGen63BitA
  3259.     Offset = X:-8.0 Y:-10.4 Z:52.0
  3260.     Count = 1
  3261.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3262.     DispositionIntensity = 6.0
  3263.     VelocityScale = 2.0
  3264.   End
  3265. End
  3266.  
  3267. ; ---------------------------------------------------------------------------------------
  3268. ; The Bits that are thrown off from the damaged buildings
  3269. ObjectCreationList OCL_Gen63_Chunk2
  3270.   CreateObject
  3271.     ObjectNames = BuildingGen63BitB
  3272.     Offset = X:-8.0 Y:10.4 Z:52.8
  3273.     Count = 1
  3274.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3275.     DispositionIntensity = 6.0
  3276.     VelocityScale = 2.0
  3277.   End
  3278. End
  3279.  
  3280. ; ---------------------------------------------------------------------------------------
  3281. ; The Bits that are thrown off from the damaged buildings
  3282. ObjectCreationList OCL_Gen63_Chunk3
  3283.   CreateObject
  3284.     ObjectNames = BuildingGen63BitC
  3285.     Offset = X:4.0 Y:0.0 Z:51.2
  3286.     Count = 1
  3287.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3288.     DispositionIntensity = 6.0
  3289.     VelocityScale = 2.0
  3290.   End
  3291. End
  3292.  
  3293. ; ---------------------------------------------------------------------------------------
  3294. ; The Bits that are thrown off from the damaged buildings
  3295. ObjectCreationList OCL_Gen63_Chunk4
  3296.   CreateObject
  3297.     ObjectNames = BuildingGen63BitD
  3298.     Offset = X:-1.6 Y:19.2 Z:20.0
  3299.     Count = 1
  3300.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3301.     DispositionIntensity = 6.0
  3302.     VelocityScale = 2.0
  3303.   End
  3304. End
  3305.  
  3306. ; ---------------------------------------------------------------------------------------
  3307. ; The Bits that are thrown off from the damaged buildings
  3308. ObjectCreationList OCL_Gen64_Chunk1
  3309.   CreateObject
  3310.     ObjectNames = BuildingGen64BitA
  3311.     Offset = X:0.8 Y:-5.6 Z:53.6
  3312.     Count = 1
  3313.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3314.     DispositionIntensity = 6.0
  3315.     VelocityScale = 2.0
  3316.   End
  3317. End
  3318.  
  3319. ; ---------------------------------------------------------------------------------------
  3320. ; The Bits that are thrown off from the damaged buildings
  3321. ObjectCreationList OCL_Gen64_Chunk2
  3322.   CreateObject
  3323.     ObjectNames = BuildingGen64BitB
  3324.     Offset = X:3.2 Y:-25.6 Z:33.6
  3325.     Count = 1
  3326.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3327.     DispositionIntensity = 6.0
  3328.     VelocityScale = 2.0
  3329.   End
  3330. End
  3331.  
  3332. ; ---------------------------------------------------------------------------------------
  3333. ; The Bits that are thrown off from the damaged buildings
  3334. ObjectCreationList OCL_Gen64_Chunk3
  3335.   CreateObject
  3336.     ObjectNames = BuildingGen64BitC
  3337.     Offset = X:0.8 Y:28.0 Z:33.6
  3338.     Count = 1
  3339.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3340.     DispositionIntensity = 6.0
  3341.     VelocityScale = 2.0
  3342.   End
  3343. End
  3344.  
  3345. ; ---------------------------------------------------------------------------------------
  3346. ; The Bits that are thrown off from the damaged buildings
  3347. ObjectCreationList OCL_Gen64_Chunk4
  3348.   CreateObject
  3349.     ObjectNames = BuildingGen64BitD
  3350.     Offset = X:4.8 Y:8.0 Z:42.4
  3351.     Count = 1
  3352.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3353.     DispositionIntensity = 6.0
  3354.     VelocityScale = 2.0
  3355.   End
  3356. End
  3357.  
  3358. ; ---------------------------------------------------------------------------------------
  3359. ; The Bits that are thrown off from the damaged buildings
  3360. ObjectCreationList OCL_Gen65_Chunk1
  3361.   CreateObject
  3362.     ObjectNames = BuildingGen65BitA
  3363.     Offset = X:8.8 Y:-0.8 Z:57.6
  3364.     Count = 1
  3365.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3366.     DispositionIntensity = 6.0
  3367.     VelocityScale = 2.0
  3368.   End
  3369. End
  3370.  
  3371. ; ---------------------------------------------------------------------------------------
  3372. ; The Bits that are thrown off from the damaged buildings
  3373. ObjectCreationList OCL_Gen65_Chunk2
  3374.   CreateObject
  3375.     ObjectNames = BuildingGen65BitB
  3376.     Offset = X:9.6 Y:12.8 Z:40.0
  3377.     Count = 1
  3378.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3379.     DispositionIntensity = 6.0
  3380.     VelocityScale = 2.0
  3381.   End
  3382. End
  3383.  
  3384. ; ---------------------------------------------------------------------------------------
  3385. ; The Bits that are thrown off from the damaged buildings
  3386. ObjectCreationList OCL_Gen65_Chunk3
  3387.   CreateObject
  3388.     ObjectNames = BuildingGen65BitC
  3389.     Offset = X:-8.0 Y:33.6 Z:34.4
  3390.     Count = 1
  3391.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3392.     DispositionIntensity = 6.0
  3393.     VelocityScale = 2.0
  3394.   End
  3395. End
  3396.  
  3397. ; ---------------------------------------------------------------------------------------
  3398. ; The Bits that are thrown off from the damaged buildings
  3399. ObjectCreationList OCL_Gen65_Chunk4
  3400.   CreateObject
  3401.     ObjectNames = BuildingGen65BitD
  3402.     Offset = X:-9.6 Y:-24.0 Z:33.6
  3403.     Count = 1
  3404.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3405.     DispositionIntensity = 6.0
  3406.     VelocityScale = 2.0
  3407.   End
  3408. End
  3409.  
  3410.  
  3411.  
  3412. ; ---------------------------------------------------------------------------------------
  3413. ; The Bits that are thrown off from the damaged buildings
  3414. ObjectCreationList OCL_Gen66_Chunk1
  3415.   CreateObject
  3416.     ObjectNames = BuildingGen66BitA
  3417.     Offset = X:-4.8 Y:15.2 Z:64.0
  3418.     Count = 1
  3419.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3420.     DispositionIntensity = 6.0
  3421.     VelocityScale = 2.0
  3422.   End
  3423. End
  3424.  
  3425. ; ---------------------------------------------------------------------------------------
  3426. ; The Bits that are thrown off from the damaged buildings
  3427. ObjectCreationList OCL_Gen66_Chunk2
  3428.   CreateObject
  3429.     ObjectNames = BuildingGen66BitB
  3430.     Offset = X:8.8 Y:-23.2 Z:28.0
  3431.     Count = 1
  3432.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3433.     DispositionIntensity = 6.0
  3434.     VelocityScale = 2.0
  3435.   End
  3436. End
  3437.  
  3438. ; ---------------------------------------------------------------------------------------
  3439. ; The Bits that are thrown off from the damaged buildings
  3440. ObjectCreationList OCL_Gen66_Chunk3
  3441.   CreateObject
  3442.     ObjectNames = BuildingGen66BitC
  3443.     Offset = X:8.8 Y:22.4 Z:32.8
  3444.     Count = 1
  3445.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3446.     DispositionIntensity = 6.0
  3447.     VelocityScale = 2.0
  3448.   End
  3449. End
  3450.  
  3451. ; ---------------------------------------------------------------------------------------
  3452. ; The Bits that are thrown off from the damaged buildings
  3453. ObjectCreationList OCL_Gen66_Chunk4
  3454.   CreateObject
  3455.     ObjectNames = BuildingGen66BitD
  3456.     Offset = X:-4.8 Y:19.2 Z:14.4
  3457.     Count = 1
  3458.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3459.     DispositionIntensity = 6.0
  3460.     VelocityScale = 2.0
  3461.   End
  3462. End
  3463.  
  3464. ; ---------------------------------------------------------------------------------------
  3465. ; The Bits that are thrown off from the damaged buildings
  3466. ObjectCreationList OCL_Gen67_Chunk1
  3467.   CreateObject
  3468.     ObjectNames = BuildingGen67BitA
  3469.     Offset = X:11.2 Y:0.8 Z:45.6
  3470.     Count = 1
  3471.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3472.     DispositionIntensity = 6.0
  3473.     VelocityScale = 2.0
  3474.   End
  3475. End
  3476.  
  3477. ; ---------------------------------------------------------------------------------------
  3478. ; The Bits that are thrown off from the damaged buildings
  3479. ObjectCreationList OCL_Gen67_Chunk2
  3480.   CreateObject
  3481.     ObjectNames = BuildingGen67BitB
  3482.     Offset = X:11.2 Y:-14.4 Z:60.0
  3483.     Count = 1
  3484.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3485.     DispositionIntensity = 6.0
  3486.     VelocityScale = 2.0
  3487.   End
  3488. End
  3489.  
  3490. ; ---------------------------------------------------------------------------------------
  3491. ; The Bits that are thrown off from the damaged buildings
  3492. ObjectCreationList OCL_Gen67_Chunk3
  3493.   CreateObject
  3494.     ObjectNames = BuildingGen67BitC
  3495.     Offset = X:11.2 Y:-14.4 Z:39.2
  3496.     Count = 1
  3497.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3498.     DispositionIntensity = 6.0
  3499.     VelocityScale = 2.0
  3500.   End
  3501. End
  3502.  
  3503. ; ---------------------------------------------------------------------------------------
  3504. ; The Bits that are thrown off from the damaged buildings
  3505. ObjectCreationList OCL_Gen67_Chunk4
  3506.   CreateObject
  3507.     ObjectNames = BuildingGen67BitD
  3508.     Offset = X:-11.2 Y:11.2 Z:31.2
  3509.     Count = 1
  3510.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3511.     DispositionIntensity = 6.0
  3512.     VelocityScale = 2.0
  3513.   End
  3514. End
  3515.  
  3516. ; ---------------------------------------------------------------------------------------
  3517. ; The Bits that are thrown off from the damaged buildings
  3518. ObjectCreationList OCL_Gen68_Chunk1
  3519.   CreateObject
  3520.     ObjectNames = BuildingGen68BitA
  3521.     Offset = X:0.0 Y:-32.0 Z:36.0
  3522.     Count = 1
  3523.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3524.     DispositionIntensity = 6.0
  3525.     VelocityScale = 2.0
  3526.   End
  3527. End
  3528.  
  3529. ; ---------------------------------------------------------------------------------------
  3530. ; The Bits that are thrown off from the damaged buildings
  3531. ObjectCreationList OCL_Gen68_Chunk2
  3532.   CreateObject
  3533.     ObjectNames = BuildingGen68BitB
  3534.     Offset = X:0.0 Y:0.0 Z:44.0
  3535.     Count = 1
  3536.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3537.     DispositionIntensity = 6.0
  3538.     VelocityScale = 2.0
  3539.   End
  3540. End
  3541.  
  3542. ; ---------------------------------------------------------------------------------------
  3543. ; The Bits that are thrown off from the damaged buildings
  3544. ObjectCreationList OCL_Gen68_Chunk3
  3545.   CreateObject
  3546.     ObjectNames = BuildingGen68BitC
  3547.     Offset = X:0.0 Y:32.0 Z:45.6
  3548.     Count = 1
  3549.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3550.     DispositionIntensity = 6.0
  3551.     VelocityScale = 2.0
  3552.   End
  3553. End
  3554.  
  3555. ; ---------------------------------------------------------------------------------------
  3556. ; The Bits that are thrown off from the damaged buildings
  3557. ObjectCreationList OCL_Gen68_Chunk4
  3558.   CreateObject
  3559.     ObjectNames = BuildingGen68BitD
  3560.     Offset = X:7.2 Y:40.0 Z:29.6
  3561.     Count = 1
  3562.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3563.     DispositionIntensity = 6.0
  3564.     VelocityScale = 2.0
  3565.   End
  3566. End
  3567.  
  3568. ; ---------------------------------------------------------------------------------------
  3569. ; The Bits that are thrown off from the damaged buildings
  3570. ObjectCreationList OCL_Gen69_Chunk1
  3571.   CreateObject
  3572.     ObjectNames = BuildingGen69BitA
  3573.     Offset = X:0.0 Y:-4.0 Z:67.2
  3574.     Count = 1
  3575.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3576.     DispositionIntensity = 6.0
  3577.     VelocityScale = 2.0
  3578.   End
  3579. End
  3580.  
  3581. ; ---------------------------------------------------------------------------------------
  3582. ; The Bits that are thrown off from the damaged buildings
  3583. ObjectCreationList OCL_Gen69_Chunk2
  3584.   CreateObject
  3585.     ObjectNames = BuildingGen69BitB
  3586.     Offset = X:2.4 Y:4.8 Z:54.4
  3587.     Count = 1
  3588.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3589.     DispositionIntensity = 6.0
  3590.     VelocityScale = 2.0
  3591.   End
  3592. End
  3593.  
  3594. ; ---------------------------------------------------------------------------------------
  3595. ; The Bits that are thrown off from the damaged buildings
  3596. ObjectCreationList OCL_Gen69_Chunk3
  3597.   CreateObject
  3598.     ObjectNames = BuildingGen69BitC
  3599.     Offset = X:0.0 Y:0.8 Z:59.2
  3600.     Count = 1
  3601.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3602.     DispositionIntensity = 6.0
  3603.     VelocityScale = 2.0
  3604.   End
  3605. End
  3606.  
  3607. ; ---------------------------------------------------------------------------------------
  3608. ; The Bits that are thrown off from the damaged buildings
  3609. ObjectCreationList OCL_Gen69_Chunk4
  3610.   CreateObject
  3611.     ObjectNames = BuildingGen69BitD
  3612.     Offset = X:-4.0 Y:-4.8 Z:24.0
  3613.     Count = 1
  3614.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3615.     DispositionIntensity = 6.0
  3616.     VelocityScale = 2.0
  3617.   End
  3618. End
  3619.  
  3620. ; ---------------------------------------------------------------------------------------
  3621. ; The Bits that are thrown off from the damaged buildings
  3622. ObjectCreationList OCL_Gen70_Chunk1
  3623.   CreateObject
  3624.     ObjectNames = BuildingGen70BitA
  3625.     Offset = X:9.728 Y:-5.432 Z:24.232
  3626.     Count = 1
  3627.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3628.     DispositionIntensity = 6.0
  3629.     VelocityScale = 2.0
  3630.   End
  3631. End
  3632.  
  3633. ; ---------------------------------------------------------------------------------------
  3634. ; The Bits that are thrown off from the damaged buildings
  3635. ObjectCreationList OCL_Gen70_Chunk2
  3636.   CreateObject
  3637.     ObjectNames = BuildingGen70BitB
  3638.     Offset = X:5.320 Y:7.688 Z:64.048
  3639.     Count = 1
  3640.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3641.     DispositionIntensity = 6.0
  3642.     VelocityScale = 2.0
  3643.   End
  3644. End
  3645.  
  3646. ; ---------------------------------------------------------------------------------------
  3647. ; The Bits that are thrown off from the damaged buildings
  3648. ObjectCreationList OCL_Gen70_Chunk3
  3649.   CreateObject
  3650.     ObjectNames = BuildingGen70BitC
  3651.     Offset = X:-6.88 Y:0.032 Z:65.6
  3652.     Count = 1
  3653.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3654.     DispositionIntensity = 6.0
  3655.     VelocityScale = 2.0
  3656.   End
  3657. End
  3658.  
  3659. ; ---------------------------------------------------------------------------------------
  3660. ; The Bits that are thrown off from the damaged buildings
  3661. ObjectCreationList OCL_Gen70_Chunk4
  3662.   CreateObject
  3663.     ObjectNames = BuildingGen70BitD
  3664.     Offset = X:-9.872 Y:-2.280 Z:33.68
  3665.     Count = 1
  3666.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3667.     DispositionIntensity = 6.0
  3668.     VelocityScale = 2.0
  3669.   End
  3670. End
  3671.  
  3672. ; ---------------------------------------------------------------------------------------
  3673. ; The Bits that are thrown off from the damaged buildings
  3674. ObjectCreationList OCL_Gen71_Chunk1
  3675.   CreateObject
  3676.     ObjectNames = BuildingGen71BitA
  3677.     Offset = X:-0.008 Y:-0.0008 Z:54.032
  3678.     Count = 1
  3679.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3680.     DispositionIntensity = 6.0
  3681.     VelocityScale = 2.0
  3682.   End
  3683. End
  3684.  
  3685. ; ---------------------------------------------------------------------------------------
  3686. ; The Bits that are thrown off from the damaged buildings
  3687. ObjectCreationList OCL_Gen71_Chunk2
  3688.   CreateObject
  3689.     ObjectNames = BuildingGen71BitB
  3690.     Offset = X:4.888 Y:12.528 Z:27.592
  3691.     Count = 1
  3692.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3693.     DispositionIntensity = 6.0
  3694.     VelocityScale = 2.0
  3695.   End
  3696. End
  3697.  
  3698. ; ---------------------------------------------------------------------------------------
  3699. ; The Bits that are thrown off from the damaged buildings
  3700. ObjectCreationList OCL_Gen71_Chunk3
  3701.   CreateObject
  3702.     ObjectNames = BuildingGen71BitC
  3703.     Offset = X:-5.256 Y:9.576 Z:34.336
  3704.     Count = 1
  3705.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3706.     DispositionIntensity = 6.0
  3707.     VelocityScale = 2.0
  3708.   End
  3709. End
  3710.  
  3711. ; ---------------------------------------------------------------------------------------
  3712. ; The Bits that are thrown off from the damaged buildings
  3713. ObjectCreationList OCL_Gen71_Chunk4
  3714.   CreateObject
  3715.     ObjectNames = BuildingGen71BitD
  3716.     Offset = X:-3.288 Y:-13.376 Z:27.136
  3717.     Count = 1
  3718.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3719.     DispositionIntensity = 6.0
  3720.     VelocityScale = 2.0
  3721.   End
  3722. End
  3723.  
  3724. ; ---------------------------------------------------------------------------------------
  3725. ; The Bits that are thrown off from the damaged buildings
  3726. ObjectCreationList OCL_Gen72_Chunk1
  3727.   CreateObject
  3728.     ObjectNames = BuildingGen72BitA
  3729.     Offset = X:-0.8 Y:-4.0 Z:58.4
  3730.     Count = 1
  3731.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3732.     DispositionIntensity = 6.0
  3733.     VelocityScale = 2.0
  3734.   End
  3735. End
  3736.  
  3737. ; ---------------------------------------------------------------------------------------
  3738. ; The Bits that are thrown off from the damaged buildings
  3739. ObjectCreationList OCL_Gen72_Chunk2
  3740.   CreateObject
  3741.     ObjectNames = BuildingGen72BitB
  3742.     Offset = X:-3.2 Y:28.8 Z:22.4
  3743.     Count = 1
  3744.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3745.     DispositionIntensity = 6.0
  3746.     VelocityScale = 2.0
  3747.   End
  3748. End
  3749.  
  3750. ; ---------------------------------------------------------------------------------------
  3751. ; The Bits that are thrown off from the damaged buildings
  3752. ObjectCreationList OCL_Gen72_Chunk3
  3753.   CreateObject
  3754.     ObjectNames = BuildingGen72BitC
  3755.     Offset = X:-3.2 Y:-34.4 Z:30.4
  3756.     Count = 1
  3757.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3758.     DispositionIntensity = 6.0
  3759.     VelocityScale = 2.0
  3760.   End
  3761. End
  3762.  
  3763. ; ---------------------------------------------------------------------------------------
  3764. ; The Bits that are thrown off from the damaged buildings
  3765. ObjectCreationList OCL_Gen72_Chunk4
  3766.   CreateObject
  3767.     ObjectNames = BuildingGen72BitD
  3768.     Offset = X:6.4 Y:8.0 Z:38.4
  3769.     Count = 1
  3770.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3771.     DispositionIntensity = 6.0
  3772.     VelocityScale = 2.0
  3773.   End
  3774. End
  3775.  
  3776. ; ---------------------------------------------------------------------------------------
  3777. ; The Bits that are thrown off from the damaged buildings
  3778. ObjectCreationList OCL_Gen73_Chunk1
  3779.   CreateObject
  3780.     ObjectNames = BuildingGen73BitA
  3781.     Offset = X:2.4 Y:-0.8 Z:57.6
  3782.     Count = 1
  3783.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3784.     DispositionIntensity = 6.0
  3785.     VelocityScale = 2.0
  3786.   End
  3787. End
  3788.  
  3789. ; ---------------------------------------------------------------------------------------
  3790. ; The Bits that are thrown off from the damaged buildings
  3791. ObjectCreationList OCL_Gen73_Chunk2
  3792.   CreateObject
  3793.     ObjectNames = BuildingGen73BitB
  3794.     Offset = X:4.0 Y:6.4 Z:32.8
  3795.     Count = 1
  3796.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3797.     DispositionIntensity = 6.0
  3798.     VelocityScale = 2.0
  3799.   End
  3800. End
  3801.  
  3802. ; ---------------------------------------------------------------------------------------
  3803. ; The Bits that are thrown off from the damaged buildings
  3804. ObjectCreationList OCL_Gen73_Chunk3
  3805.   CreateObject
  3806.     ObjectNames = BuildingGen73BitC
  3807.     Offset = X:-2.4 Y:0.8 Z:57.6
  3808.     Count = 1
  3809.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3810.     DispositionIntensity = 6.0
  3811.     VelocityScale = 2.0
  3812.   End
  3813. End
  3814.  
  3815. ; ---------------------------------------------------------------------------------------
  3816. ; The Bits that are thrown off from the damaged buildings
  3817. ObjectCreationList OCL_Gen73_Chunk4
  3818.   CreateObject
  3819.     ObjectNames = BuildingGen73BitD
  3820.     Offset = X:1.6 Y:-5.6 Z:28.0
  3821.     Count = 1
  3822.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3823.     DispositionIntensity = 6.0
  3824.     VelocityScale = 2.0
  3825.   End
  3826. End
  3827.  
  3828. ; ---------------------------------------------------------------------------------------
  3829. ; The Bits that are thrown off from the damaged buildings
  3830. ObjectCreationList OCL_Gen74_Chunk1
  3831.   CreateObject
  3832.     ObjectNames = BuildingGen74BitA
  3833.     Offset = X:0.0 Y:-33.6 Z:39.2
  3834.     Count = 1
  3835.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3836.     DispositionIntensity = 6.0
  3837.     VelocityScale = 2.0
  3838.   End
  3839. End
  3840.  
  3841. ; ---------------------------------------------------------------------------------------
  3842. ; The Bits that are thrown off from the damaged buildings
  3843. ObjectCreationList OCL_Gen74_Chunk2
  3844.   CreateObject
  3845.     ObjectNames = BuildingGen74BitB
  3846.     Offset = X:0.0 Y:30.4 Z:57.6
  3847.     Count = 1
  3848.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3849.     DispositionIntensity = 6.0
  3850.     VelocityScale = 2.0
  3851.   End
  3852. End
  3853.  
  3854. ; ---------------------------------------------------------------------------------------
  3855. ; The Bits that are thrown off from the damaged buildings
  3856. ObjectCreationList OCL_Gen74_Chunk3
  3857.   CreateObject
  3858.     ObjectNames = BuildingGen74BitC
  3859.     Offset = X:0.0 Y:-2.4 Z:19.2
  3860.     Count = 1
  3861.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3862.     DispositionIntensity = 6.0
  3863.     VelocityScale = 2.0
  3864.   End
  3865. End
  3866.  
  3867. ; ---------------------------------------------------------------------------------------
  3868. ; The Bits that are thrown off from the damaged buildings
  3869. ObjectCreationList OCL_Gen74_Chunk4
  3870.   CreateObject
  3871.     ObjectNames = BuildingGen74BitD
  3872.     Offset = X:0.0 Y:-16.8 Z:28.8
  3873.     Count = 1
  3874.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3875.     DispositionIntensity = 6.0
  3876.     VelocityScale = 2.0
  3877.   End
  3878. End
  3879.  
  3880. ; ---------------------------------------------------------------------------------------
  3881. ; The Bits that are thrown off from the damaged buildings
  3882. ObjectCreationList OCL_Gen75_Chunk1
  3883.   CreateObject
  3884.     ObjectNames = BuildingGen75BitA
  3885.     Offset = X:-1.6 Y:-4.0 Z:68.8
  3886.     Count = 1
  3887.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3888.     DispositionIntensity = 6.0
  3889.     VelocityScale = 2.0
  3890.   End
  3891. End
  3892.  
  3893. ; ---------------------------------------------------------------------------------------
  3894. ; The Bits that are thrown off from the damaged buildings
  3895. ObjectCreationList OCL_Gen75_Chunk2
  3896.   CreateObject
  3897.     ObjectNames = BuildingGen75BitB
  3898.     Offset = X:-6.4 Y:0.8 Z:68.8
  3899.     Count = 1
  3900.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3901.     DispositionIntensity = 6.0
  3902.     VelocityScale = 2.0
  3903.   End
  3904. End
  3905.  
  3906. ; ---------------------------------------------------------------------------------------
  3907. ; The Bits that are thrown off from the damaged buildings
  3908. ObjectCreationList OCL_Gen75_Chunk3
  3909.   CreateObject
  3910.     ObjectNames = BuildingGen75BitC
  3911.     Offset = X:-2.4 Y:-35.2 Z:16.8
  3912.     Count = 1
  3913.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3914.     DispositionIntensity = 6.0
  3915.     VelocityScale = 2.0
  3916.   End
  3917. End
  3918.  
  3919. ; ---------------------------------------------------------------------------------------
  3920. ; The Bits that are thrown off from the damaged buildings
  3921. ObjectCreationList OCL_Gen75_Chunk4
  3922.   CreateObject
  3923.     ObjectNames = BuildingGen75BitD
  3924.     Offset = X:-2.4 Y:21.6 Z:29.6
  3925.     Count = 1
  3926.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3927.     DispositionIntensity = 6.0
  3928.     VelocityScale = 2.0
  3929.   End
  3930. End
  3931.  
  3932. ; ---------------------------------------------------------------------------------------
  3933. ; The Bits that are thrown off from the damaged buildings
  3934. ObjectCreationList OCL_Gen76_Chunk1
  3935.   CreateObject
  3936.     ObjectNames = BuildingGen76BitA
  3937.     Offset = X:0.0 Y:0.0 Z:80.0
  3938.     Count = 1
  3939.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3940.     DispositionIntensity = 6.0
  3941.     VelocityScale = 2.0
  3942.   End
  3943. End
  3944.  
  3945. ; ---------------------------------------------------------------------------------------
  3946. ; The Bits that are thrown off from the damaged buildings
  3947. ObjectCreationList OCL_Gen76_Chunk2
  3948.   CreateObject
  3949.     ObjectNames = BuildingGen76BitB
  3950.     Offset = X:1.6 Y:16.0 Z:43.2
  3951.     Count = 1
  3952.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3953.     DispositionIntensity = 6.0
  3954.     VelocityScale = 2.0
  3955.   End
  3956. End
  3957.  
  3958. ; ---------------------------------------------------------------------------------------
  3959. ; The Bits that are thrown off from the damaged buildings
  3960. ObjectCreationList OCL_Gen76_Chunk3
  3961.   CreateObject
  3962.     ObjectNames = BuildingGen76BitC
  3963.     Offset = X:-2.4 Y:-35.2 Z:16.8
  3964.     Count = 1
  3965.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3966.     DispositionIntensity = 6.0
  3967.     VelocityScale = 2.0
  3968.   End
  3969. End
  3970.  
  3971. ; ---------------------------------------------------------------------------------------
  3972. ; The Bits that are thrown off from the damaged buildings
  3973. ObjectCreationList OCL_Gen76_Chunk4
  3974.   CreateObject
  3975.     ObjectNames = BuildingGen76BitD
  3976.     Offset = X:13.6 Y:0.0 Z:32.0
  3977.     Count = 1
  3978.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3979.     DispositionIntensity = 6.0
  3980.     VelocityScale = 2.0
  3981.   End
  3982. End
  3983.  
  3984.  
  3985. ; ---------------------------------------------------------------------------------------
  3986. ; The Bits that are thrown off from the damaged buildings
  3987. ObjectCreationList OCL_Gen77_Chunk1
  3988.   CreateObject
  3989.     ObjectNames = BuildingGen77BitA
  3990.     Offset = X:-4.0 Y:-0.8 Z:43.2
  3991.     Count = 1
  3992.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  3993.     DispositionIntensity = 6.0
  3994.     VelocityScale = 2.0
  3995.   End
  3996. End
  3997.  
  3998. ; ---------------------------------------------------------------------------------------
  3999. ; The Bits that are thrown off from the damaged buildings
  4000. ObjectCreationList OCL_Gen77_Chunk2
  4001.   CreateObject
  4002.     ObjectNames = BuildingGen77BitB
  4003.     Offset = X:-1.6 Y:-23.2 Z:48.0
  4004.     Count = 1
  4005.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  4006.     DispositionIntensity = 6.0
  4007.     VelocityScale = 2.0
  4008.   End
  4009. End
  4010.  
  4011. ; ---------------------------------------------------------------------------------------
  4012. ; The Bits that are thrown off from the damaged buildings
  4013. ObjectCreationList OCL_Gen77_Chunk3
  4014.   CreateObject
  4015.     ObjectNames = BuildingGen77BitC
  4016.     Offset = X:-4.0 Y:24.0 Z:36.0
  4017.     Count = 1
  4018.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  4019.     DispositionIntensity = 6.0
  4020.     VelocityScale = 2.0
  4021.   End
  4022. End
  4023.  
  4024. ; ---------------------------------------------------------------------------------------
  4025. ; The Bits that are thrown off from the damaged buildings
  4026. ObjectCreationList OCL_Gen77_Chunk4
  4027.   CreateObject
  4028.     ObjectNames = BuildingGen77BitD
  4029.     Offset = X:2.4 Y:9.6 Z:27.2
  4030.     Count = 1
  4031.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  4032.     DispositionIntensity = 6.0
  4033.     VelocityScale = 2.0
  4034.   End
  4035. End
  4036.  
  4037. ; ---------------------------------------------------------------------------------------
  4038. ; The Bits that are thrown off from the damaged buildings
  4039. ObjectCreationList OCL_Gen78_Chunk1
  4040.   CreateObject
  4041.     ObjectNames = BuildingGen78BitA
  4042.     Offset = X:0.0 Y:0.0 Z:84.8
  4043.     Count = 1
  4044.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  4045.     DispositionIntensity = 6.0
  4046.     VelocityScale = 2.0
  4047.   End
  4048. End
  4049.  
  4050. ; ---------------------------------------------------------------------------------------
  4051. ; The Bits that are thrown off from the damaged buildings
  4052. ObjectCreationList OCL_Gen78_Chunk2
  4053.   CreateObject
  4054.     ObjectNames = BuildingGen78BitB
  4055.     Offset = X:-12.8 Y:32.8 Z:20.0
  4056.     Count = 1
  4057.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  4058.     DispositionIntensity = 6.0
  4059.     VelocityScale = 2.0
  4060.   End
  4061. End
  4062.  
  4063. ; ---------------------------------------------------------------------------------------
  4064. ; The Bits that are thrown off from the damaged buildings
  4065. ObjectCreationList OCL_Gen78_Chunk3
  4066.   CreateObject
  4067.     ObjectNames = BuildingGen78BitC
  4068.     Offset = X:1.6 Y:-29.6 Z:24.8
  4069.     Count = 1
  4070.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  4071.     DispositionIntensity = 6.0
  4072.     VelocityScale = 2.0
  4073.   End
  4074. End
  4075.  
  4076. ; ---------------------------------------------------------------------------------------
  4077. ; The Bits that are thrown off from the damaged buildings
  4078. ObjectCreationList OCL_Gen78_Chunk4
  4079.   CreateObject
  4080.     ObjectNames = BuildingGen78BitD
  4081.     Offset = X:1.6 Y:28.0 Z:17.6
  4082.     Count = 1
  4083.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  4084.     DispositionIntensity = 6.0
  4085.     VelocityScale = 2.0
  4086.   End
  4087. End
  4088.  
  4089. ; ---------------------------------------------------------------------------------------
  4090. ; The Bits that are thrown off from the damaged buildings
  4091. ObjectCreationList OCL_BuildingDamageList01
  4092.   CreateObject
  4093.     ObjectNames = BuildingDamageBits01
  4094.     Offset = X:0.0 Y:0.0 Z:0.0
  4095.     Count = 5
  4096.     Disposition = LIKE_EXISTING FORWARD_IMPACT SEND_IT_FLYING
  4097.     DispositionIntensity = 3
  4098.     VelocityScale = 20
  4099.   End
  4100.   CreateObject
  4101.     ObjectNames = BuildingDamageBits02
  4102.     Offset = X:0.0 Y:0.0 Z:0.0
  4103.     Count = 1
  4104.     Disposition = LIKE_EXISTING FORWARD_IMPACT SEND_IT_FLYING
  4105.     DispositionIntensity = 3
  4106.     VelocityScale = 2.0
  4107.   End
  4108.   CreateObject
  4109.     ObjectNames = BuildingDamageBits03
  4110.     Offset = X:0.0 Y:0.0 Z:0.0
  4111.     Count = 1
  4112.     Disposition = LIKE_EXISTING FORWARD_IMPACT SEND_IT_FLYING
  4113.     DispositionIntensity = 3
  4114.     VelocityScale = 9
  4115.   End
  4116. End
  4117.  
  4118. ; ---------------------------------------------------------------------------------------
  4119. ; The Bits that are thrown off from the damaged buildings
  4120. ;ObjectCreationList OCL_BuildingDamageList02
  4121. ;  CreateObject
  4122. ;    ObjectNames = BuildingDamageBits01
  4123. ;    Offset = X:0 Y:0 Z:0
  4124. ;    Count = 7
  4125. ;    Disposition = LIKE_EXISTING REVERSE_IMPACT SEND_IT_FLYING
  4126. ;    DispositionIntensity = 3
  4127. ;    VelocityScale = 2
  4128. ;  End
  4129. ;End
  4130.  
  4131. ; ---------------------------------------------------------------------------------------
  4132. ; The Bits that are thrown off from the destroyed "MordorCatapultRockProjectile"
  4133. ObjectCreationList OCL_MordorCatapultRockProjectileBits
  4134.   CreateObject
  4135.     ObjectNames = MordorCatapultRockProjectileBit01
  4136.     Offset = X:0.0 Y:0.0 Z:0.0
  4137.     Count = 3
  4138.     Disposition = SEND_IT_FLYING INHERIT_VELOCITY LIKE_EXISTING
  4139.     DispositionIntensity = 5
  4140.   End
  4141. End
  4142.  
  4143.  
  4144. ; ---------------------------------------------------------------------------------------
  4145. ; The Bits that are thrown off from the destroyed "MordorCatapultHumanHeadsProjectile"
  4146. ObjectCreationList OCL_MordorCatapultHumanHeadBits
  4147.     CreateObject
  4148.         ObjectNames = MordorCatapultHumanHeadProjectBit01
  4149.         UseJustBuiltFlag = Yes
  4150.         ;Offset = X:0 Y:0 Z:0
  4151.         ;Count = 30
  4152.         ;MinForceMagnitude = 10
  4153.         ;MaxForceMagnitude = 20
  4154.         ;MinForcePitch = 30
  4155.         ;MaxForcePitch = 90
  4156.         ;SpreadFormation = Yes
  4157.         ;MinDistanceAFormation = 40
  4158.         ;MinDistanceBFormation = 60
  4159.         ;MaxDistanceFormation = 200
  4160.         ;Disposition = SEND_IT_FLYING INHERIT_VELOCITY LIKE_EXISTING
  4161.         ;DispositionIntensity = 30
  4162.         ;ExtraBounciness = 2.0
  4163.     End
  4164. End
  4165.  
  4166. ; ----------------------------------------------
  4167. ObjectCreationList OCL_FireFieldSmall
  4168.  CreateObject
  4169.    ObjectNames = FireFieldSmall
  4170. ;   Offset = X:0 Y:0 Z:0
  4171.    Disposition = ON_GROUND_ALIGNED
  4172.  End
  4173. End
  4174.  
  4175. ; ---------------------------------------------------------------------------------------
  4176. ; The Bits that are thrown off from the destroyed "OCL_GimliAxeProjectileBits"
  4177. ObjectCreationList OCL_GimliAxeProjectileBits
  4178.   CreateObject
  4179.     ObjectNames = GimliAxeProjectileBit01
  4180.     Offset = X:0.0 Y:0.0 Z:0.0
  4181.     Count = 1
  4182.     Disposition = LIKE_EXISTING
  4183.     DispositionIntensity = 7
  4184.   End
  4185. End
  4186.  
  4187.  
  4188. ; ---------------------------------------------------------------------------------------
  4189. ; The shattered bits that are thrown off from the destroyed "GoodFactionArrow"
  4190. ObjectCreationList OCL_GoodFactionShatteredArrowBits
  4191.   CreateObject
  4192.     ObjectNames           = GoodFactionShatteredArrowBit01
  4193.     Offset                = X:0.0 Y:0.0 Z:0.0
  4194.     Count                 = 1
  4195.     Disposition           = LIKE_EXISTING
  4196.     DispositionIntensity  = 7
  4197.   End
  4198. End
  4199.  
  4200. ; ---------------------------------------------------------------------------------------
  4201. ; The shattered bits that are thrown off from the destroyed "EvilFactionArrow"
  4202. ObjectCreationList OCL_EvilFactionShatteredArrowBits
  4203.   CreateObject
  4204.     ObjectNames           = EvilFactionShatteredArrowBit01
  4205.     Offset                = X:0.0 Y:0.0 Z:0.0
  4206.     Count                 = 1
  4207.     Disposition           = LIKE_EXISTING
  4208.     DispositionIntensity  = 7
  4209.   End
  4210. End
  4211.  
  4212.  
  4213. ; ---------------------------------------------------------------------------------------
  4214. ; The Bits that are thrown off from the destroyed "MordorLanceProjectile"
  4215. ObjectCreationList OCL_MordorLanceProjectileBits
  4216.   CreateObject
  4217.     ObjectNames = MordorLanceProjectileBit01
  4218.     Offset = X:0.0 Y:0.0 Z:0.0
  4219.     Count = 1
  4220.     Disposition = LIKE_EXISTING
  4221.     DispositionIntensity = 7
  4222.   End
  4223. End
  4224.  
  4225.  
  4226. ; ---------------------------------------------------------------------------------------
  4227. ; Play the Gondor Cavalry animation which leads to a riderless horse 
  4228. ; Also create a rider to sink into the ground (using animation DIEB)
  4229. ObjectCreationList OCL_GondorCavalryDeathRunAwayB
  4230.   CreateObject
  4231.     ObjectNames = GondorCavalryRiderless
  4232.     Offset = X:0.0 Y:0.0 Z:0.0
  4233.     Count = 1
  4234.     Disposition = INHERIT_VELOCITY LIKE_EXISTING
  4235.     InheritAttributesFromSource = Yes ; this riderless horse needs attributes (randomTextureID) from the producer    
  4236.   End
  4237.   CreateObject
  4238.     ObjectNames = GondorCavalryDeadRiderB
  4239.     Offset = X:0.0 Y:0.0 Z:0.0
  4240.     Count = 1
  4241.     Disposition = LIKE_EXISTING
  4242.   End
  4243. End
  4244.  
  4245. ; ---------------------------------------------------------------------------------------
  4246. ; Play the Gondor Cavalry animation which leads to a riderless horse 
  4247. ; Also create a rider to sink into the ground (using animation DIED)
  4248. ObjectCreationList OCL_GondorCavalryDeathRunAwayD
  4249.   CreateObject
  4250.     ObjectNames = GondorCavalryRiderless
  4251.     Offset = X:0.0 Y:0.0 Z:0.0
  4252.     Count = 1
  4253.     Disposition = INHERIT_VELOCITY LIKE_EXISTING
  4254.     InheritAttributesFromSource = Yes ; this riderless horse needs attributes (randomTextureID) from the producer
  4255.   End
  4256.   CreateObject
  4257.     ObjectNames = GondorCavalryDeadRiderD
  4258.     Offset = X:0.0 Y:0.0 Z:0.0
  4259.     Count = 1
  4260.     Disposition = LIKE_EXISTING
  4261.   End
  4262. End
  4263.  
  4264. ; ---------------------------------------------------------------------------------------
  4265. ; Create an object to play the "horse & rider both die" animation
  4266. ObjectCreationList OCL_GondorCavalryDeathJustDie
  4267.   CreateObject
  4268.     ObjectNames = GondorCavalryDying
  4269.     Offset = X:0.0 Y:0.0 Z:0.0
  4270.     Count = 1
  4271.     Disposition = INHERIT_VELOCITY LIKE_EXISTING
  4272.   End
  4273. End
  4274.  
  4275. ; ---------------------------------------------------------------------------------------
  4276. ; Play the Gondor Cavalry animation which leads to a riderless horse 
  4277. ; Also create a rider to sink into the ground (using animation DIEB)
  4278. ObjectCreationList OCL_TheodenCavalryDeathRunAwayB
  4279.   CreateObject
  4280.     ObjectNames = TheodenCavalryRiderless
  4281.     Offset = X:0.0 Y:0.0 Z:0.0
  4282.     Count = 1
  4283.     Disposition = INHERIT_VELOCITY LIKE_EXISTING
  4284.     ;InheritAttributesFromSource = Yes ; this riderless horse needs attributes (randomTextureID) from the producer    
  4285.   End
  4286.   CreateObject
  4287.     ObjectNames = TheodenCavalryDeadRiderB
  4288.     Offset = X:0.0 Y:0.0 Z:0.0
  4289.     Count = 1
  4290.     Disposition = LIKE_EXISTING
  4291.   End
  4292. End
  4293. ; ---------------------------------------------------------------------------------------
  4294. ; Play the Theoden Cavalry animation which leads to a riderless horse 
  4295. ; Also create a rider to sink into the ground (using animation DIED)
  4296. ObjectCreationList OCL_TheodenCavalryDeathRunAwayD
  4297.   CreateObject
  4298.     ObjectNames = TheodenCavalryRiderless
  4299.     Offset = X:0.0 Y:0.0 Z:0.0
  4300.     Count = 1
  4301.     Disposition = INHERIT_VELOCITY LIKE_EXISTING
  4302.     InheritAttributesFromSource = Yes ; this riderless horse needs attributes (randomTextureID) from the producer
  4303.   End
  4304.   CreateObject
  4305.     ObjectNames = TheodenCavalryDeadRiderD
  4306.     Offset = X:0.0 Y:0.0 Z:0.0
  4307.     Count = 1
  4308.     Disposition = LIKE_EXISTING
  4309.   End
  4310. End
  4311.  
  4312. ; ---------------------------------------------------------------------------------------
  4313. ; NEW riderless method (horse doesn't die, but hides rider as it becomes riderless)
  4314. ; Once the rohirrim has animated the death of the rider, we will
  4315. ; create a new one to rot into the ground and hide the one in the
  4316. ; model as it becomes riderless.
  4317. ObjectCreationList OCL_RohirrimSpawnDeadRider
  4318.   CreateObject
  4319.     ObjectNames = RohirrimDeadRider
  4320.     Offset = X:0.0 Y:0.0 Z:0.0
  4321.     Count = 1
  4322.     Disposition = LIKE_EXISTING
  4323.     InheritAttributesFromSource = Yes ; this dead rider needs attributes (randomTextureID) from the producer
  4324.   End
  4325. End
  4326.  
  4327. ; ---------------------------------------------------------------------------------------
  4328. ; NEW riderless method (horse doesn't die, but hides rider as it becomes riderless)
  4329. ; Once the rohirrim has animated the death of the rider, we will
  4330. ; create a new one to rot into the ground and hide the one in the
  4331. ; model as it becomes riderless.
  4332. ObjectCreationList OCL_WargSpawnDeadRider
  4333.   CreateObject
  4334.     ObjectNames = WargDeadRider
  4335.     Offset = X:0.0 Y:0.0 Z:0.0
  4336.     Count = 1
  4337.     Disposition = LIKE_EXISTING
  4338.     InheritAttributesFromSource = Yes ; this dead rider needs attributes (randomTextureID) from the producer
  4339.   End
  4340. End
  4341.  
  4342. ; ---------------------------------------------------------------------------------------
  4343. ; NEW riderless method (horse doesn't die, but hides rider as it becomes riderless)
  4344. ; Once the rohirrim has animated the death of the rider, we will
  4345. ; create a new one to rot into the ground and hide the one in the
  4346. ; model as it becomes riderless.
  4347. ObjectCreationList OCL_GondorSpawnDeadRider_DEDAWithDIEB
  4348.   CreateObject
  4349.     ObjectNames = GondorDeadRiderDEDA
  4350.     Offset = X:0 Y:0 Z:0
  4351.     Count = 1
  4352.     Disposition = LIKE_EXISTING
  4353.     InheritAttributesFromSource = Yes ; this dead rider needs attributes (randomTextureID) from the producer
  4354.   End
  4355. End
  4356. ObjectCreationList OCL_GondorSpawnDeadRider_DEDBWithDIED
  4357.   CreateObject
  4358.     ObjectNames = GondorDeadRiderDEDB
  4359.     Offset = X:0 Y:0 Z:0
  4360.     Count = 1
  4361.     Disposition = LIKE_EXISTING
  4362.     InheritAttributesFromSource = Yes ; this dead rider needs attributes (randomTextureID) from the producer
  4363.   End
  4364. End
  4365.     
  4366.  
  4367. ; ---------------------------------------------------------------------------------------
  4368. ; ---------------------------------------------------------------------------------------
  4369. ; Small bit of fire created on arrow contact to do fire damage
  4370. ObjectCreationList OCL_FlamingArrowFireHit
  4371.   CreateObject
  4372.     ObjectNames = FlamingArrowFireHit
  4373.     Count = 1
  4374.   End
  4375. End
  4376.  
  4377. ; ---------------------------------------------------------------------------------------
  4378. ; Default Effect for Catapult destruction
  4379. ObjectCreationList OCL_MordorCatapultDeath
  4380.   CreateObject                                ;<main catapult wreckage>
  4381.     ObjectNames = MordorCatapultDeadHulk
  4382.     Offset = X:0.0 Y:0.0 Z:0.0
  4383.     Disposition = LIKE_EXISTING
  4384.   End
  4385.  
  4386.   CreateDebris                                ;<wheel>
  4387.     ModelNames        = MUCatpDbrs01
  4388.     Offset            = X:-5.6784 Y:4.56 Z:2.32
  4389.     Count             = 2
  4390.     Disposition       = RANDOM_FORCE
  4391.     MinForceMagnitude = 8
  4392.     MaxForceMagnitude = 16
  4393.     MinForcePitch     = 85
  4394.     MaxForcePitch     = 90
  4395.   End
  4396.  
  4397.   CreateDebris                                 ;<wheel>
  4398.     ModelNames        = MUCatpDbrs02
  4399.     Offset            = X:8.3256 Y:-4.56 Z:2.32
  4400.     Count             = 2
  4401.     Disposition       = RANDOM_FORCE
  4402.     MinForceMagnitude = 8
  4403.     MaxForceMagnitude = 16
  4404.     MinForcePitch     = 85
  4405.     MaxForcePitch     = 90
  4406.   End
  4407.  
  4408.   CreateDebris                                 ;<counterweight>
  4409.     ModelNames        = MUCatpDbrs03
  4410.     Offset            = X:0.0568 Y:5.384 Z:5.8184
  4411.     Count             = 2
  4412.     Disposition       = RANDOM_FORCE
  4413.     MinForceMagnitude = 10
  4414.     MaxForceMagnitude = 20
  4415.     MinForcePitch     = 60
  4416.     MaxForcePitch     = 70
  4417.   End
  4418.  
  4419.   CreateDebris                                 ;<counterweight>
  4420.     ModelNames        = MUCatpDbrs04
  4421.     Offset            = X:0.0568 Y:5.384 Z:5.8184
  4422.     Count             = 1
  4423.     Disposition       = RANDOM_FORCE
  4424.     MinForceMagnitude = 10
  4425.     MaxForceMagnitude = 20
  4426.     MinForcePitch     = 60
  4427.     MaxForcePitch     = 70
  4428.   End
  4429.  
  4430.   CreateDebris                                 ;<counterweight>
  4431.     ModelNames        = MUCatpDbrs05
  4432.     Offset            = X:0.0568 Y:5.384 Z:5.8184
  4433.     Count             = 1
  4434.     Disposition       = RANDOM_FORCE
  4435.     MinForceMagnitude = 10
  4436.     MaxForceMagnitude = 20
  4437.     MinForcePitch     = 60
  4438.     MaxForcePitch     = 70
  4439.   End
  4440. End
  4441.  
  4442. ; ---------------------------------------------------------------------------------------
  4443. ; Effect for Catapult being blown up
  4444. ObjectCreationList OCL_MordorCatapultExplodeDeath
  4445.   
  4446.   CreateObject                                ;<main catapult wreckage>
  4447.     ObjectNames = MordorCatapultDeadHulk
  4448.     Offset = X:0.0 Y:0.0 Z:0.0
  4449.     Disposition = LIKE_EXISTING
  4450.   End
  4451.  
  4452.   CreateDebris                                ;<wheel>
  4453.     ModelNames        = MUCatpDbrs01
  4454.     Offset            = X:-5.6784 Y:4.56 Z:2.32
  4455.     Count             = 2
  4456.     Disposition       = RANDOM_FORCE
  4457.     MinForceMagnitude = 8
  4458.     MaxForceMagnitude = 16
  4459.     MinForcePitch     = 85
  4460.     MaxForcePitch     = 90
  4461.   End
  4462.  
  4463.   CreateDebris                                 ;<wheel>
  4464.     ModelNames        = MUCatpDbrs02
  4465.     Offset            = X:8.3256 Y:-4.56 Z:2.32
  4466.     Count             = 2
  4467.     Disposition       = RANDOM_FORCE
  4468.     MinForceMagnitude = 8
  4469.     MaxForceMagnitude = 16
  4470.     MinForcePitch     = 85
  4471.     MaxForcePitch     = 90
  4472.   End
  4473.  
  4474.   CreateDebris                                 ;<counterweight>
  4475.     ModelNames        = MUCatpDbrs03
  4476.     Offset            = X:0.0568 Y:5.384 Z:5.8184
  4477.     Count             = 2
  4478.     Disposition       = RANDOM_FORCE
  4479.     MinForceMagnitude = 10
  4480.     MaxForceMagnitude = 20
  4481.     MinForcePitch     = 60
  4482.     MaxForcePitch     = 70
  4483.   End
  4484.  
  4485.   CreateDebris                                 ;<counterweight>
  4486.     ModelNames        = MUCatpDbrs04
  4487.     Offset            = X:0.0568 Y:5.384 Z:5.8184
  4488.     Count             = 1
  4489.     Disposition       = RANDOM_FORCE
  4490.     MinForceMagnitude = 10
  4491.     MaxForceMagnitude = 20
  4492.     MinForcePitch     = 60
  4493.     MaxForcePitch     = 70
  4494.   End
  4495.  
  4496.   CreateDebris                                 ;<counterweight>
  4497.     ModelNames        = MUCatpDbrs05
  4498.     Offset            = X:0.0568 Y:5.384 Z:5.8184
  4499.     Count             = 1
  4500.     Disposition       = RANDOM_FORCE
  4501.     MinForceMagnitude = 10
  4502.     MaxForceMagnitude = 20
  4503.     MinForcePitch     = 60
  4504.     MaxForcePitch     = 70
  4505.   End
  4506.  
  4507.  
  4508. ;  CreateDebris
  4509. ;    ModelNames = NVInferno_d2                   ;<catapult>
  4510. ;    Offset = X:-7.44 Y:0.0 Z:12.79
  4511. ;    Count = 1
  4512. ;    Disposition = SEND_IT_FLYING
  4513. ;    DispositionIntensity = 6.0
  4514. ;  End
  4515.  
  4516. ;  CreateDebris                                   ;<splintered wood, pulleys>
  4517. ;    ModelNames = AVScrap2 AVScrap4 AVScrap5
  4518. ;    Count = 3
  4519. ;    Disposition = SEND_IT_FLYING
  4520. ;    DispositionIntensity = .5
  4521. ;  End 
  4522. End
  4523.  
  4524. ; ---------------------------------------------------------------------------------------
  4525. ; Effect for Trebuchet being blown up
  4526. ObjectCreationList OCL_GondorTrebuchetExplodeDeath
  4527.   
  4528. ;  CreateObject                                ;<main catapult wreckage>
  4529. ;    ObjectNames = GondorTrebuchetDeadHulk
  4530. ;    Offset = X:0 Y:0 Z:0
  4531. ;    Disposition = LIKE_EXISTING
  4532. ;  End
  4533.  
  4534.   CreateDebris                                ;<wheel>
  4535.     ModelNames        = AVHUMMER_D2
  4536.     Offset            = X:-5.6784 Y:4.56 Z:2.32
  4537.     Count             = 2
  4538.     Disposition       = RANDOM_FORCE
  4539.     MinForceMagnitude = 8
  4540.     MaxForceMagnitude = 16
  4541.     MinForcePitch     = 85
  4542.     MaxForcePitch     = 90
  4543.   End
  4544.  
  4545.   CreateDebris                                 ;<wheel>
  4546.     ModelNames        = AVHUMMER_D2
  4547.     Offset            = X:8.3256 Y:-4.56 Z:2.32
  4548.     Count             = 2
  4549.     Disposition       = RANDOM_FORCE
  4550.     MinForceMagnitude = 8
  4551.     MaxForceMagnitude = 16
  4552.     MinForcePitch     = 85
  4553.     MaxForcePitch     = 90
  4554.   End
  4555.  
  4556.   CreateDebris                                 ;<counterweight>
  4557.     ModelNames        = AVHUMMER_D3
  4558.     Offset            = X:0.0568 Y:5.384 Z:5.8184
  4559.     Count             = 1
  4560.     Disposition       = RANDOM_FORCE
  4561.     MinForceMagnitude = 10
  4562.     MaxForceMagnitude = 20
  4563.     MinForcePitch     = 60
  4564.     MaxForcePitch     = 70
  4565.   End
  4566.  
  4567.   CreateDebris
  4568.     ModelNames = NVInferno_d2                   ;<catapult>
  4569.     Offset = X:-5.952 Y:0.0 Z:10.232
  4570.     Count = 1
  4571.     Disposition = SEND_IT_FLYING
  4572.     DispositionIntensity = 6.0
  4573.   End
  4574.  
  4575.   CreateDebris                                   ;<splintered wood, pulleys>
  4576.     ModelNames = AVScrap2 AVScrap4 AVScrap5
  4577.     Count = 3
  4578.     Disposition = SEND_IT_FLYING
  4579.     DispositionIntensity = .5
  4580.   End 
  4581. End
  4582.  
  4583. ; ---------------------------------------------------------------------------------------
  4584. ; The Bits that are thrown off from the destroyed "GondorTrebuchetRockProjectile"
  4585. ObjectCreationList OCL_GondorTrebuchetRockProjectileBits
  4586.   CreateObject
  4587.     ObjectNames = GondorTrebuchetRockProjectileBit
  4588.     Offset = X:0.0 Y:0.0 Z:0.0
  4589.     Count = 6
  4590.     Disposition = INHERIT_VELOCITY LIKE_EXISTING SEND_IT_FLYING
  4591.     DispositionIntensity = 5
  4592.   End
  4593. End
  4594.  
  4595. ; ---------------------------------------------------------------------------------------
  4596. ObjectCreationList OCL_GandalfShieldBubble
  4597.     CreateObject
  4598.         ObjectNames = GandalfShieldBubble
  4599.         Count = 1
  4600.     End
  4601. End
  4602.  
  4603. ; ---------------------------------------------------------------------------------------
  4604. ; Spawn Oathbreakers
  4605. ObjectCreationList SUPERWEAPON_SpawnOathbreakers
  4606.   CreateObject
  4607.     ObjectNames = RohanOathbreakerHordeSmall
  4608.     Count = 1
  4609.     FadeIn = Yes
  4610.     FadeTime = 1000
  4611.     IgnoreCommandPointLimit = Yes
  4612.   End
  4613. End
  4614.  
  4615. ; ---------------------------------------------------------------------------------------
  4616. ; Spawn Eye of Sauron
  4617. ObjectCreationList SUPERWEAPON_SpawnEyeOfSauron
  4618.   CreateObject
  4619.     ObjectNames = EyeOfSauron
  4620.     Count = 1
  4621.     FadeIn = Yes
  4622.     FadeTime = 2000
  4623.   End
  4624. End
  4625.  
  4626.  
  4627.  
  4628. ; ---------------------------------------------------------------------------------------
  4629. ; Spawn Tornado
  4630. ObjectCreationList SUPERWEAPON_SpawnTornado
  4631.   CreateObject
  4632.     ObjectNames = GaladrielTornado
  4633.     Count = 1
  4634.     FadeIn = Yes
  4635.     FadeTime = 6000
  4636.     UseJustBuiltFlag    = Yes
  4637.     JustBuiltDuration    = 2000
  4638.     ForbiddenUpgrades = Upgrade_AllFactionUpgrade
  4639.   End
  4640.   ; yup
  4641.   CreateObject
  4642.     ObjectNames = GaladrielTornado02
  4643.     Count = 1
  4644.     FadeIn = Yes
  4645.     FadeTime = 6000
  4646.     UseJustBuiltFlag    = Yes
  4647.     JustBuiltDuration    = 2000
  4648.     RequiredUpgrades = Upgrade_AllFactionUpgrade
  4649.   End  
  4650. End
  4651.  
  4652.  
  4653. ; ---------------------------------------------------------------------------------------
  4654. ; Spawn Whirlwind
  4655. ObjectCreationList SUPERWEAPON_SpawnWhirlwind
  4656.   CreateObject
  4657.     ObjectNames = ElrondWhirlwind
  4658.     Count = 1
  4659.     FadeIn = Yes
  4660.     FadeTime = 6000
  4661.   End
  4662. End
  4663.  
  4664. ; ---------------------------------------------------------------------------------------
  4665. ObjectCreationList OCL_SpawnWhirlpool
  4666.     CreateObject
  4667.         ObjectNames        = ElvenWhirlpool
  4668.         Count            = 1
  4669.         Disposition        = +RELATIVE_ANGLE -ON_GROUND_ALIGNED
  4670.         PreserveLayer    = No
  4671.         FadeIn            = Yes
  4672.         FadeTime        = 10000
  4673.     End
  4674. End
  4675.  
  4676. ; ---------------------------------------------------------------------------------------
  4677. ; Spawn Crebain
  4678. ObjectCreationList SUPERWEAPON_SpawnCrebain
  4679.     CreateObject
  4680.         ObjectNames            = Crebain
  4681.         Count                = 1
  4682.         UseJustBuiltFlag    = Yes
  4683.         JustBuiltDuration    = 2000
  4684.         
  4685.     End
  4686. End
  4687.  
  4688. ; ---------------------------------------------------------------------------------------
  4689. ObjectCreationList OCL_SpellBookCaveBats
  4690.     CreateObject
  4691.         ObjectNames            = WildCaveBats
  4692.         Count                = 1
  4693.         UseJustBuiltFlag    = Yes
  4694.         JustBuiltDuration    = 2000
  4695.     End
  4696. End
  4697.  
  4698. ; ---------------------------------------------------------------------------------------
  4699. ObjectCreationList OCL_WildFortressBatCloud
  4700.     CreateObject
  4701.         ObjectNames = WildBatCloud
  4702.         Count = 1
  4703.         FadeIn = Yes
  4704.         FadeTime = 2000
  4705.     End
  4706. End
  4707.  
  4708. ; ---------------------------------------------------------------------------------------
  4709. ObjectCreationList OCL_IsengardFortressMurderOfCrows
  4710.     CreateObject
  4711.         ObjectNames = IsengardMurderOfCrows
  4712.         Count = 1
  4713.         FadeIn = Yes
  4714.         FadeTime = 2000
  4715.     End
  4716. End
  4717.  
  4718. ; ---------------------------------------------------------------------------------------
  4719. ; Spawn Orcs
  4720. ObjectCreationList SUPERWEAPON_SpawnOrcs
  4721.   CreateObject
  4722.     ObjectNames = MordorFighter
  4723.     Count = 12
  4724.     SpreadFormation = Yes
  4725.     MinDistanceAFormation = 16.0
  4726.     MinDistanceBFormation = 24.0
  4727.     MaxDistanceFormation = 80.0
  4728.     FadeIn = Yes
  4729.     FadeTime = 200
  4730.   End
  4731.   CreateObject
  4732.     ObjectNames = BuildingDamageBits04
  4733.     Count = 30
  4734.     Disposition = SEND_IT_UP
  4735.     DispositionIntensity = 20
  4736.     SpreadFormation = Yes
  4737.     MinDistanceAFormation = 16.0
  4738.     MinDistanceBFormation = 24.0
  4739.     MaxDistanceFormation = 80.0
  4740.   End
  4741.   CreateObject
  4742.     ObjectNames = BuildingDamageBits01
  4743.     Count = 30
  4744.     Disposition = SEND_IT_UP
  4745.     DispositionIntensity = 25
  4746.     SpreadFormation = Yes
  4747.     MinDistanceAFormation = 16.0
  4748.     MinDistanceBFormation = 24.0
  4749.     MaxDistanceFormation = 80.0
  4750.   End
  4751. End
  4752.  
  4753. ; ---------------------------------------------------------------------------------------
  4754. ; Spawn ranger ambush
  4755. ObjectCreationList OCL_RangerAmbush
  4756.     CreateObject
  4757.         ObjectNames    = GondorRangerHorde
  4758.         Count        = 3
  4759.         FadeIn        = Yes
  4760.         FadeTime    = 2000
  4761.     End
  4762. End
  4763.  
  4764. ; ---------------------------------------------------------------------------------------
  4765. ; LongShot Ability
  4766. ObjectCreationList OCL_LongShotAbility
  4767.     CreateObject
  4768.         ObjectNames                    = MenLongShotObject
  4769.         OrientInSecondaryDirection    = Yes
  4770.         OrientationOffset            = 0
  4771.     End
  4772. End
  4773.  
  4774. ; ---------------------------------------------------------------------------------------
  4775. ObjectCreationList OCL_SpellBookBarricade
  4776.     CreateObject
  4777.         ObjectNames = MordorBarricade
  4778.         UseJustBuiltFlag    = Yes
  4779.         JustBuiltDuration    = 1500 ; hold it for a second while it's playing its buildup
  4780.         ClearRemovables        = Yes
  4781.     End
  4782. End
  4783.  
  4784. // ---------------------------------------------------------------------------------------
  4785. ObjectCreationList OCL_SpellBookCitadel
  4786.     // The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
  4787.     CreateObject
  4788.         ObjectNames = DwarvenSummonedCitadelEgg
  4789.         Count        = 1
  4790.         Disposition = LIKE_EXISTING
  4791.     End
  4792. End
  4793.  
  4794. // ---------------------------------------------------------------------------------------
  4795. ObjectCreationList OCL_SpellBookCitadelFinish
  4796.     CreateObject
  4797.         ObjectNames         = DwarvenSummonedCitadel        
  4798.         Disposition         = RELATIVE_ANGLE
  4799.         DispositionAngle    = 45            
  4800.         FadeIn                = Yes
  4801.         ClearRemovables        = Yes
  4802.     End
  4803. End        
  4804.  
  4805. ; ---------------------------------------------------------------------------------------
  4806. ObjectCreationList OCL_SpellBookUndermine
  4807.     CreateObject
  4808.         ObjectNames            = DwarvenMineShaftForUndermine
  4809.         Count                = 1
  4810.         FadeIn                = Yes
  4811.         FadeTime            = 2000
  4812.         Disposition         = RELATIVE_ANGLE
  4813.         DispositionAngle    = 315
  4814.         UseJustBuiltFlag    = Yes
  4815.         JustBuiltDuration    = 1500 ; hold it for a second while it's playing its buildup
  4816.         ClearRemovables        = Yes
  4817.     End
  4818. End
  4819.  
  4820. ; ---------------------------------------------------------------------------------------
  4821. ; RainOfFire spell
  4822. ObjectCreationList OCL_SpellBookRainOfFire
  4823.     CreateObject
  4824.         ObjectNames    = SpellBookRainOfFire
  4825. ;        ForbiddenUpgrades = Upgrade_AllFactionUpgrade
  4826.     End
  4827.     
  4828.     ; yup
  4829. ;    CreateObject
  4830. ;        ObjectNames    = SpellBookRainOfFire02
  4831. ;        RequiredUpgrades = Upgrade_AllFactionUpgrade
  4832. ;    End  
  4833. End
  4834.  
  4835. ; ---------------------------------------------------------------------------------------
  4836. ; DragonStrike spell
  4837. ObjectCreationList OCL_SpellBookDragonStrike
  4838.     CreateObject
  4839.         ObjectNames    = SpellBookDragonStrikeDragon        
  4840.         IssueMoveAfterCreation = Yes
  4841.         MoveUsesStrafeUpdate = Yes
  4842.     End
  4843. End
  4844.  
  4845. ; ---------------------------------------------------------------------------------------
  4846. ; Sunflare spell
  4847. ObjectCreationList OCL_SpellBookSunflare
  4848.     CreateObject
  4849.         ObjectNames    = SpellBookSunflare
  4850.     End
  4851. End
  4852.  
  4853. ; ---------------------------------------------------------------------------------------
  4854. ObjectCreationList OCL_SpellBookBombardSeed
  4855.     CreateObject
  4856.         ObjectNames                    = SpellBookBombardSeed
  4857.         Disposition                    = ON_GROUND_ALIGNED USE_WATER_SURFACE USE_CLIFF
  4858.         Count                        = 20
  4859.         SpreadFormation                = Yes
  4860.         MinDistanceAFormation        = 10.0
  4861.         MinDistanceBFormation        = 150.0
  4862.         MaxDistanceFormation        = 150.0
  4863.         OrientInSecondaryDirection    = Yes            ; Orient away from fortress.
  4864.         OrientationOffset            = 0
  4865.         IssueMoveAfterCreation        = No            ; Stops assert, as spell book does not have AI.
  4866.         IgnoreAllObjects            = Yes            ; Don't try and adjust position according to existing objects.
  4867.     End
  4868. End
  4869.  
  4870. ; ---------------------------------------------------------------------------------------
  4871. ObjectCreationList OCL_SpellBookBombardProjectile
  4872.     CreateObject
  4873.         ObjectNames                = SpellBookBombardProjectile
  4874.         Disposition                = RELATIVE_ANGLE USE_WATER_SURFACE    ; same angle as parent.
  4875.         DispositionAngle        = 0
  4876.         IssueMoveAfterCreation    = No
  4877.         IgnoreAllObjects        = Yes                ; Don't try and adjust position according to existing objects.
  4878.         ForbiddenUpgrades = Upgrade_AllFactionUpgrade
  4879.     End
  4880.  
  4881.     CreateObject
  4882.         ObjectNames                = SpellBookBombardProjectileMith
  4883.         Disposition                = RELATIVE_ANGLE USE_WATER_SURFACE    ; same angle as parent.
  4884.         DispositionAngle        = 0
  4885.         IssueMoveAfterCreation    = No
  4886.         IgnoreAllObjects        = Yes                ; Don't try and adjust position according to existing objects.
  4887.         RequiredUpgrades = Upgrade_AllFactionUpgrade
  4888.     End
  4889.     
  4890. End
  4891.  
  4892. ; ---------------------------------------------------------------------------------------
  4893. ; ArrowVolley spell
  4894. ObjectCreationList OCL_SpellBookArrowVolley
  4895.     CreateObject
  4896.         ObjectNames    = SpellBookArrowVolley
  4897.         OrientInSecondaryDirection = Yes
  4898.         OrientationOffset = 0
  4899.     End
  4900. End
  4901.  
  4902. ; ---------------------------------------------------------------------------------------
  4903. ; Earthquake spell
  4904. ObjectCreationList OCL_SpellBookEarthquake
  4905.     CreateObject
  4906.         ObjectNames    = SpellBookEarthquake
  4907.     End
  4908.     
  4909.     CreateObject                                                    ; comment these in for new style.
  4910.         ObjectNames                = SpellBookEarthquakePiece
  4911.         Count                    = 1
  4912.         Offset                    = X:0 Y:0 Z:0
  4913.         Disposition                = ON_GROUND_ALIGNED
  4914.     End
  4915.     
  4916.     CreateObject
  4917.         ObjectNames                = SpellBookEarthquakePiece
  4918.         Count                    = 1
  4919.         Offset                    = X:100 Y:0 Z:0        
  4920.         Disposition                = ON_GROUND_ALIGNED
  4921.     End
  4922.     
  4923.     CreateObject
  4924.         ObjectNames                = SpellBookEarthquakePiece
  4925.         Count                    = 1
  4926.         Offset                    = X:-100 Y:-50 Z:0
  4927.         Disposition                = ON_GROUND_ALIGNED
  4928.     End
  4929.     
  4930.     CreateObject
  4931.         ObjectNames                = SpellBookEarthquakePiece
  4932.         Count                    = 1
  4933.         Offset                    = X:-100 Y:50 Z:0
  4934.         Disposition                = ON_GROUND_ALIGNED
  4935.     End
  4936.     
  4937.     CreateObject
  4938.         ObjectNames                = SpellBookEarthquakePiece
  4939.         Count                    = 1
  4940.         Offset                    = X:20 Y:-100 Z:0
  4941.         Disposition                = ON_GROUND_ALIGNED
  4942.     End
  4943.  
  4944.     CreateObject
  4945.         ObjectNames                = SpellBookEarthquakePiece
  4946.         Count                    = 1
  4947.         Offset                    = X:20 Y:100 Z:0
  4948.         Disposition                = ON_GROUND_ALIGNED
  4949.     End
  4950.  
  4951.  
  4952.  
  4953. End
  4954.  
  4955.  
  4956.  
  4957.  
  4958.  
  4959. ; ---------------------------------------------------------------------------------------
  4960. ; Flood spell from the spell book
  4961. ObjectCreationList OCL_SpellBookFlood
  4962.     CreateObject
  4963.         ObjectNames    = SpellBookFlood
  4964.     End
  4965. End
  4966.  
  4967. ; ---------------------------------------------------------------------------------------
  4968. ; Flood spell from just Arwen
  4969. ObjectCreationList OCL_ArwenPersonalFlood
  4970.     CreateObject
  4971.         ObjectNames    = ArwenFlood
  4972.         Disposition = RELATIVE_ANGLE
  4973.         DispositionAngle = 0
  4974.     End
  4975. End
  4976.  
  4977. // ---------------------------------------------------------------------------------------
  4978. // Flood from the Elven Floodgate Expansion
  4979. ObjectCreationList OCL_ElvenFloodgateFlood
  4980.     CreateObject
  4981.         ObjectNames    = FloodgateFlood
  4982.         Disposition = RELATIVE_ANGLE
  4983.         DispositionAngle = 0
  4984.     End
  4985. End
  4986.  
  4987. ; ---------------------------------------------------------------------------------------
  4988. ; SpawnFoundation spells
  4989. ;
  4990. ObjectCreationList OCL_ElderSpellBookSpawnFoundation
  4991.     CreateObject
  4992.         ObjectNames        = ElvenBuildingFoundation_Independant
  4993.         Count            = 1
  4994.         FadeIn            = Yes
  4995.         FadeTime        = 2000
  4996.     End
  4997. End
  4998.  
  4999. ObjectCreationList OCL_GoblinSpellBookSpawnFoundation
  5000.     CreateObject
  5001.         ObjectNames        = GoblinBuildingFoundation_Independant
  5002.         Count            = 1
  5003.         FadeIn            = Yes
  5004.         FadeTime        = 2000
  5005.     End
  5006. End
  5007.  
  5008. ; ---------------------------------------------------------------------------------------
  5009. ; SpawnLoneTower spell
  5010. ;
  5011. ObjectCreationList OCL_GondorSpellBookSpawnLoneTower
  5012.     CreateObject
  5013.         ObjectNames            = GondorSentryTower_Independant
  5014.         Count                = 1
  5015.         UseJustBuiltFlag    = Yes                            ; turn on the JUST_BUILT model condition.
  5016.         JustBuiltDuration    = LONE_TOWER_BUILD_TIME            ; Keep JUST_BUILT on for time it takes to build.
  5017.         StartingBusyTime    = LONE_TOWER_BUILD_TIME
  5018.         ClearRemovables        = Yes
  5019.     End
  5020. End
  5021.  
  5022. ; ---------------------------------------------------------------------------------------
  5023. ; SpawnLoneTower spell Dwarf version
  5024. ;
  5025. ObjectCreationList OCL_DwarfSpellBookSpawnLoneTower
  5026.     CreateObject
  5027.         ObjectNames        = DwarvenSentryTower_Independent
  5028.         Count            = 1
  5029.         FadeIn            = Yes
  5030.         FadeTime        = 2000
  5031.         ClearRemovables        = Yes
  5032.         UseJustBuiltFlag    = Yes
  5033.         JustBuiltDuration    = 1500
  5034.     End
  5035. End
  5036.  
  5037. ; ---------------------------------------------------------------------------------------
  5038. ; Spawn osgiliath veterans
  5039. ObjectCreationList OCL_OsgiliathVeterans
  5040.     CreateObject
  5041.         ObjectNames        = GondorFighterHorde
  5042.         Count            = 1
  5043.         FadeIn            = Yes
  5044.         FadeTime        = 2000
  5045.         VeterancyLevel    = 3
  5046.     End
  5047. End
  5048.  
  5049. ; ---------------------------------------------------------------------------------------
  5050. ; Spawn gondor knights
  5051. ObjectCreationList OCL_PrinceOfDolArmoth
  5052.     CreateObject
  5053.         ObjectNames    = GondorKnightHorde
  5054.         Count        = 3
  5055.         FadeIn        = Yes
  5056.         FadeTime    = 1000
  5057.     End
  5058. End
  5059.  
  5060. ; ---------------------------------------------------------------------------------------
  5061. ; Rain of Fire Manager
  5062. ObjectCreationList SUPERWEAPON_RainOfFire
  5063.   CreateObject
  5064.     ObjectNames = RainOfFire
  5065.     Count = 1
  5066.   End
  5067. End
  5068.  
  5069. ; ---------------------------------------------------------------------------------------
  5070. ; Arrow VolleyManager
  5071. ObjectCreationList SUPERWEAPON_ArrowVolley
  5072.   CreateObject
  5073.     ObjectNames = ArrowVolley
  5074.     Count = 1
  5075.   End
  5076. End
  5077.  
  5078. ; ---------------------------------------------------------------------------------------
  5079. ; The Models that create the Volume Light FX for the "Parting of the Heavens"
  5080. ObjectCreationList SUPERWEAPON_PartTheHeavens
  5081.   CreateObject
  5082.     ObjectNames = GUGandalfHeavenRays
  5083. ;    Offset = X:0 Y:0 Z:100
  5084.     Count = 1
  5085.     Disposition = LIKE_EXISTING
  5086. ;    DispositionIntensity = 6.0
  5087. ;    VelocityScale = 2.0
  5088.   End
  5089.   CreateObject
  5090.     ObjectNames = PartTheHeavens
  5091.     Count = 1
  5092.   End
  5093. End
  5094.  
  5095.  
  5096. ; ----------------------------------------------
  5097. ObjectCreationList OCL_FireworksMortarTestLaunch
  5098.  CreateObject
  5099.    ObjectNames = FireworksMortarTestProjectile
  5100.    Disposition = SEND_IT_UP
  5101.    DispositionIntensity = 35
  5102.  End
  5103. End
  5104. ; ----------------------------------------------
  5105. ObjectCreationList OCL_FireworksMortarTestBurst
  5106.  CreateObject
  5107.    ObjectNames = FireworksMortarTestBurstBit
  5108.    Disposition = SEND_IT_FLYING
  5109.    DispositionIntensity = 9
  5110.    Count = 17
  5111.  
  5112.  End
  5113. End
  5114. ;----------------------------------------------------------------------------
  5115. ; The Bits that are thrown off from Gandalf's Staff Beam when it hits a target
  5116. ObjectCreationList OCL_GandalfStaffBeamProjectileBits
  5117.   CreateObject
  5118.     ObjectNames = GandalfBeamBits
  5119.     Offset = X:0.0 Y:0.0 Z:0.0
  5120.     Count = 1
  5121.     Disposition = LIKE_EXISTING
  5122.     DispositionIntensity = 7
  5123.   End
  5124. End
  5125.  
  5126.  
  5127.  
  5128. ; ---------------------------------------------------------------------------------------
  5129. ; The Bits that are thrown off from the damaged buildings
  5130. ObjectCreationList OCL_GBMrkPlace_Chunk1
  5131.   CreateObject
  5132.     ObjectNames = BuildingGBMrkPlaceBitA
  5133.     Offset = X:24.7240 Y:-37.5312 Z:22.9624
  5134.     Count = 1
  5135.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5136.     DispositionIntensity = 6.0
  5137.     VelocityScale = 2.0
  5138.   End
  5139. End
  5140.  
  5141. ; ---------------------------------------------------------------------------------------
  5142. ; The Bits that are thrown off from the damaged buildings
  5143. ObjectCreationList OCL_GBMrkPlace_Chunk2
  5144.   CreateObject
  5145.     ObjectNames = BuildingGBMrkPlaceBitB
  5146.     Offset = X:-28.2304 Y:1.9064 Z:34.6576
  5147.     Count = 1
  5148.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5149.     DispositionIntensity = 6.0
  5150.     VelocityScale = 2.0
  5151.   End
  5152. End
  5153.  
  5154. ; ---------------------------------------------------------------------------------------
  5155. ; The Bits that are thrown off from the damaged buildings
  5156. ObjectCreationList OCL_GBMrkPlace_Chunk3
  5157.   CreateObject
  5158.     ObjectNames = BuildingGBMrkPlaceBitC
  5159.     Offset = X:-18.896 Y:25.9448 Z:63.4808
  5160.     Count = 1
  5161.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5162.     DispositionIntensity = 6.0
  5163.     VelocityScale = 2.0
  5164.   End
  5165. End
  5166.  
  5167. ; ---------------------------------------------------------------------------------------
  5168. ; The Bits that are thrown off from the damaged buildings
  5169. ObjectCreationList OCL_GBMrkPlace_Chunk4
  5170.   CreateObject
  5171.     ObjectNames = BuildingGBMrkPlaceBitC
  5172.     Offset = X:40.3616 Y:-2.5136 Z:28.5208
  5173.     Count = 1
  5174.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5175.     DispositionIntensity = 6.0
  5176.     VelocityScale = 2.0
  5177.   End
  5178. End
  5179.  
  5180. ;----------------------------GBArcheryN-------------------------------------------------
  5181. ; The Bits that are thrown off from the damaged buildings
  5182. ObjectCreationList OCL_GBArcheryN_Chunk1
  5183.   CreateObject
  5184.     ObjectNames = BuildingGBArcheryNBitA
  5185.     Offset = X:29.2088 Y:-37.856 Z:92.664
  5186.  
  5187.     Count = 1
  5188.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5189.     DispositionIntensity = 6.0
  5190.     VelocityScale = 2.0
  5191.   End
  5192. End
  5193.  
  5194. ; ---------------------------------------------------------------------------------------
  5195. ; The Bits that are thrown off from the damaged buildings
  5196. ObjectCreationList OCL_GBArcheryN_Chunk2
  5197.   CreateObject
  5198.     ObjectNames = BuildingGBArcheryNBitB
  5199.     Offset = X:-13.0168 Y:49.0696 Z:29.8568
  5200.     Count = 1
  5201.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5202.     DispositionIntensity = 6.0
  5203.     VelocityScale = 2.0
  5204.   End
  5205. End
  5206.  
  5207. ; ---------------------------------------------------------------------------------------
  5208. ; The Bits that are thrown off from the damaged buildings
  5209. ObjectCreationList OCL_GBArcheryN_Chunk3
  5210.   CreateObject
  5211.     ObjectNames = BuildingGBArcheryNBitC
  5212.     Offset = X:1.3712 Y:-39.8792 Z:19.7168
  5213.     Count = 1
  5214.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5215.     DispositionIntensity = 6.0
  5216.     VelocityScale = 2.0
  5217.   End
  5218. End
  5219.  
  5220. ; ---------------------------------------------------------------------------------------
  5221. ; The Bits that are thrown off from the damaged buildings
  5222. ObjectCreationList OCL_GBArcheryN_Chunk4
  5223.   CreateObject
  5224.     ObjectNames = BuildingGBArcheryNBitD
  5225.     Offset = X:28.4048 Y:-7.5896 Z:15.4216
  5226.     Count = 1
  5227.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5228.     DispositionIntensity = 6.0
  5229.     VelocityScale = 2.0
  5230.   End
  5231. End
  5232.  
  5233. ;----------------------------GBBlkSmith-------------------------------------------------
  5234. ; The Bits that are thrown off from the damaged buildings
  5235. ObjectCreationList OCL_GBBlkSmith_Chunk1
  5236.   CreateObject
  5237.     ObjectNames = BuildingGBBlkSmithBitA
  5238.     Offset = X:20.832 Y:15.272 Z:35.52
  5239.     Count = 1
  5240.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5241.     DispositionIntensity = 6.0
  5242.     VelocityScale = 2.0
  5243.   End
  5244. End
  5245.  
  5246. ; ---------------------------------------------------------------------------------------
  5247. ; The Bits that are thrown off from the damaged buildings
  5248. ObjectCreationList OCL_GBBlkSmith_Chunk2
  5249.   CreateObject
  5250.     ObjectNames = BuildingGBBlkSmithBitB
  5251.     Offset = X:-6.224 Y:15.448 Z:43.608
  5252.     Count = 1
  5253.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5254.     DispositionIntensity = 6.0
  5255.     VelocityScale = 2.0
  5256.   End
  5257. End
  5258.  
  5259. ; ---------------------------------------------------------------------------------------
  5260. ; The Bits that are thrown off from the damaged buildings
  5261. ObjectCreationList OCL_GBBlkSmith_Chunk3
  5262.   CreateObject
  5263.     ObjectNames = BuildingGBBlkSmithBitC
  5264.     Offset = X:-19.984 Y:33.632 Z:34.392
  5265.     Count = 1
  5266.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5267.     DispositionIntensity = 6.0
  5268.     VelocityScale = 2.0
  5269.   End
  5270. End
  5271.  
  5272. ; ---------------------------------------------------------------------------------------
  5273. ; The Bits that are thrown off from the damaged buildings
  5274. ObjectCreationList OCL_GBBlkSmith_Chunk4
  5275.   CreateObject
  5276.     ObjectNames = BuildingGBBlkSmithBitD
  5277.     Offset = X:20.832 Y:32.832 Z:33.328
  5278.     Count = 1
  5279.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5280.     DispositionIntensity = 6.0
  5281.     VelocityScale = 2.0
  5282.   End
  5283. End
  5284.  
  5285.  
  5286. ;----------------------------GBForbidPool-------------------------------------------------
  5287. ; The Bits that are thrown off from the damaged buildings
  5288. ObjectCreationList OCL_GBForbidPool_Chunk1
  5289.   CreateObject
  5290.     ObjectNames = BuildingGBForbidPoolBitA
  5291.     Offset = X:20.832 Y:15.272 Z:35.52
  5292.     Count = 1
  5293.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5294.     DispositionIntensity = 6.0
  5295.     VelocityScale = 2.0
  5296.   End
  5297. End
  5298.  
  5299. ; ---------------------------------------------------------------------------------------
  5300. ; The Bits that are thrown off from the damaged buildings
  5301. ObjectCreationList OCL_GBForbidPool_Chunk2
  5302.   CreateObject
  5303.     ObjectNames = BuildingGBForbidPoolBitB
  5304.     Offset = X:-6.224 Y:15.448 Z:43.608
  5305.     Count = 1
  5306.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5307.     DispositionIntensity = 6.0
  5308.     VelocityScale = 2.0
  5309.   End
  5310. End
  5311.  
  5312. ; ---------------------------------------------------------------------------------------
  5313. ; The Bits that are thrown off from the damaged buildings
  5314. ObjectCreationList OCL_GBForbidPool_Chunk3
  5315.   CreateObject
  5316.     ObjectNames = BuildingGBForbidPoolBitC
  5317.     Offset = X:-19.984 Y:33.632 Z:34.392
  5318.     Count = 1
  5319.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5320.     DispositionIntensity = 6.0
  5321.     VelocityScale = 2.0
  5322.   End
  5323. End
  5324.  
  5325. ; ---------------------------------------------------------------------------------------
  5326. ; The Bits that are thrown off from the damaged buildings
  5327. ObjectCreationList OCL_GBForbidPool_Chunk4
  5328.   CreateObject
  5329.     ObjectNames = BuildingGBForbidPoolBitD
  5330.     Offset = X:20.832 Y:32.832 Z:33.328
  5331.     Count = 1
  5332.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5333.     DispositionIntensity = 6.0
  5334.     VelocityScale = 2.0
  5335.   End
  5336. End
  5337.  
  5338. ;----------------------------GBFarm-------------------------------------------------
  5339. ; The Bits that are thrown off from the damaged buildings
  5340. ObjectCreationList OCL_GBFarm_Chunk1
  5341.   CreateObject
  5342.     ObjectNames = BuildingGBFarmBitA
  5343.     Offset = X:21.2368 Y:18.5992 Z:16.4832
  5344.     Count = 1
  5345.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5346.     DispositionIntensity = 6.0
  5347.     VelocityScale = 2.0
  5348.   End
  5349. End
  5350.  
  5351. ; ---------------------------------------------------------------------------------------
  5352. ; The Bits that are thrown off from the damaged buildings
  5353. ObjectCreationList OCL_GBFarm_Chunk2
  5354.   CreateObject
  5355.     ObjectNames = BuildingGBFarmBitB
  5356.     Offset =X:26.6552 Y:11.2920 Z:37.8104
  5357.     Count = 1
  5358.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5359.     DispositionIntensity = 6.0
  5360.     VelocityScale = 2.0
  5361.   End
  5362. End
  5363.  
  5364. ; ---------------------------------------------------------------------------------------
  5365. ; The Bits that are thrown off from the damaged buildings
  5366. ObjectCreationList OCL_GBFarm_Chunk3
  5367.   CreateObject
  5368.     ObjectNames = BuildingGBFarmBitC
  5369.     Offset =X:21.2368 Y:-12.0864 Z:33.3376
  5370.     Count = 1
  5371.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5372.     DispositionIntensity = 6.0
  5373.     VelocityScale = 2.0
  5374.   End
  5375. End
  5376.  
  5377. ; ---------------------------------------------------------------------------------------
  5378. ; The Bits that are thrown off from the damaged buildings
  5379. ObjectCreationList OCL_GBFarm_Chunk4
  5380.   CreateObject
  5381.     ObjectNames = BuildingGBFarmBitD
  5382.     Offset = X:-43.9184 Y:3.8296 Z:11.384
  5383.     Count = 1
  5384.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5385.     DispositionIntensity = 6.0
  5386.     VelocityScale = 2.0
  5387.   End
  5388. End
  5389.  
  5390.  
  5391. ;----------------------------GBHseHeal-------------------------------------------------
  5392. ; The Bits that are thrown off from the damaged buildings
  5393. ObjectCreationList OCL_GBHseHeal_Chunk1
  5394.   CreateObject
  5395.     ObjectNames = BuildingGBHseHealBitA
  5396.     Offset = X:-62.8088 Y:46.3672 Z:127.4464
  5397.     Count = 1
  5398.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5399.     DispositionIntensity = 6.0
  5400.     VelocityScale = 2.0
  5401.   End
  5402. End
  5403.  
  5404. ; ---------------------------------------------------------------------------------------
  5405. ; The Bits that are thrown off from the damaged buildings
  5406. ObjectCreationList OCL_GBHseHeal_Chunk2
  5407.   CreateObject
  5408.     ObjectNames = BuildingGBHseHealBitB
  5409.     Offset =X:50.9328 Y:46.5936 Z:56.0616
  5410.     Count = 1
  5411.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5412.     DispositionIntensity = 6.0
  5413.     VelocityScale = 2.0
  5414.   End
  5415. End
  5416.  
  5417. ; ---------------------------------------------------------------------------------------
  5418. ; The Bits that are thrown off from the damaged buildings
  5419. ObjectCreationList OCL_GBHseHeal_Chunk3
  5420.   CreateObject
  5421.     ObjectNames = BuildingGBHseHealBitC
  5422.     Offset =X:59.408 Y:-48.5592 Z:36.2384
  5423.     Count = 1
  5424.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5425.     DispositionIntensity = 6.0
  5426.     VelocityScale = 2.0
  5427.   End
  5428. End
  5429.  
  5430. ; ---------------------------------------------------------------------------------------
  5431. ; The Bits that are thrown off from the damaged buildings
  5432. ObjectCreationList OCL_GBHseHeal_Chunk4
  5433.   CreateObject
  5434.     ObjectNames = BuildingGBHseHealBitD
  5435.     Offset =X:-66.7472 Y:-58.8464 Z:98.6776
  5436.     Count = 1
  5437.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5438.     DispositionIntensity = 6.0
  5439.     VelocityScale = 2.0
  5440.   End
  5441. End
  5442.  
  5443.  
  5444. ;----------------------------GBBarracks-------------------------------------------------
  5445. ; The Bits that are thrown off from the damaged buildings
  5446. ObjectCreationList OCL_GBBarracks_Chunk1
  5447.   CreateObject
  5448.     ObjectNames = BuildingGBBarracksBitA
  5449.     Offset =X:-25.098 Y:31.901 Z:18.005
  5450.     Count = 1
  5451.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5452.     DispositionIntensity = 6.0
  5453.     VelocityScale = 2.0
  5454.   End
  5455. End
  5456.  
  5457. ; ---------------------------------------------------------------------------------------
  5458. ; The Bits that are thrown off from the damaged buildings
  5459. ObjectCreationList OCL_GBBarracks_Chunk2
  5460.   CreateObject
  5461.     ObjectNames = BuildingGBBarracksBitB
  5462.     Offset =X:29.333 Y:-30.762 Z:18.005
  5463.     Count = 1
  5464.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5465.     DispositionIntensity = 6.0
  5466.     VelocityScale = 2.0
  5467.   End
  5468. End
  5469.  
  5470. ; ---------------------------------------------------------------------------------------
  5471. ; The Bits that are thrown off from the damaged buildings
  5472. ObjectCreationList OCL_GBBarracks_Chunk3
  5473.   CreateObject
  5474.     ObjectNames = BuildingGBBarracksBitC
  5475.     Offset =X:-25.173 Y:-21.9 Z:83.784
  5476.     Count = 1
  5477.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5478.     DispositionIntensity = 6.0
  5479.     VelocityScale = 2.0
  5480.   End
  5481. End
  5482.  
  5483. ; ---------------------------------------------------------------------------------------
  5484. ; The Bits that are thrown off from the damaged buildings
  5485. ObjectCreationList OCL_GBBarracks_Chunk4
  5486.   CreateObject
  5487.     ObjectNames = BuildingGBBarracksBitD
  5488.     Offset =X:-9.226 Y:-34.189 Z:80.987
  5489.     Count = 1
  5490.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5491.     DispositionIntensity = 6.0
  5492.     VelocityScale = 2.0
  5493.   End
  5494. End
  5495.  
  5496.  
  5497. ;----------------------------GBStoneMK-------------------------------------------------
  5498. ; The Bits that are thrown off from the damaged buildings
  5499. ObjectCreationList OCL_GBStoneMK_Chunk1
  5500.   CreateObject
  5501.     ObjectNames = BuildingGBStoneMKBitA
  5502.     Offset =X:31.258 Y:-9.191 Z:16.763
  5503.     Count = 1
  5504.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5505.     DispositionIntensity = 6.0
  5506.     VelocityScale = 2.0
  5507.   End
  5508. End
  5509.  
  5510. ; ---------------------------------------------------------------------------------------
  5511. ; The Bits that are thrown off from the damaged buildings
  5512. ObjectCreationList OCL_GBStoneMK_Chunk2
  5513.   CreateObject
  5514.     ObjectNames = BuildingGBStoneMKBitB
  5515.     Offset =X:25.443 Y:-22.1 Z:82.396
  5516.     Count = 1
  5517.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5518.     DispositionIntensity = 6.0
  5519.     VelocityScale = 2.0
  5520.   End
  5521. End
  5522.  
  5523. ; ---------------------------------------------------------------------------------------
  5524. ; The Bits that are thrown off from the damaged buildings
  5525. ObjectCreationList OCL_GBStoneMK_Chunk3
  5526.   CreateObject
  5527.     ObjectNames = BuildingGBStoneMKBitC
  5528.     Offset =X:36.423 Y:-40.53 Z:66.173
  5529.     Count = 1
  5530.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5531.     DispositionIntensity = 6.0
  5532.     VelocityScale = 2.0
  5533.   End
  5534. End
  5535.  
  5536. ; ---------------------------------------------------------------------------------------
  5537. ; The Bits that are thrown off from the damaged buildings
  5538. ObjectCreationList OCL_GBStoneMK_Chunk4
  5539.   CreateObject
  5540.     ObjectNames = BuildingGBStoneMKBitD
  5541.     Offset =X:16.582 Y:-43.241 Z:22.157
  5542.     Count = 1
  5543.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5544.     DispositionIntensity = 6.0
  5545.     VelocityScale = 2.0
  5546.   End
  5547. End
  5548.  
  5549. ;----------------------------RBArmory-------------------------------------------------
  5550. ; The Bits that are thrown off from the damaged buildings
  5551. ObjectCreationList OCL_RBArmory_Chunk1
  5552.   CreateObject
  5553.     ObjectNames = BuildingRBArmoryBitA
  5554.     Offset =X:-41.8 Y:18.16 Z:41.31
  5555.     Count = 1
  5556.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5557.     DispositionIntensity = 6.0
  5558.     VelocityScale = 2.0
  5559.   End
  5560. End
  5561.  
  5562. ; ---------------------------------------------------------------------------------------
  5563. ; The Bits that are thrown off from the damaged buildings
  5564. ObjectCreationList OCL_RBArmory_Chunk2
  5565.   CreateObject
  5566.     ObjectNames = BuildingRBArmoryBitB
  5567.     Offset =X:-30.31 Y:-20.23 Z:56.54
  5568.     Count = 1
  5569.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5570.     DispositionIntensity = 6.0
  5571.     VelocityScale = 2.0
  5572.   End
  5573. End
  5574.  
  5575. ; ---------------------------------------------------------------------------------------
  5576. ; The Bits that are thrown off from the damaged buildings
  5577. ObjectCreationList OCL_RBArmory_Chunk3
  5578.   CreateObject
  5579.     ObjectNames = BuildingRBArmoryBitC
  5580.     Offset =X:-51.85 Y:-41.8 Z:57.51
  5581.     Count = 1
  5582.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5583.     DispositionIntensity = 6.0
  5584.     VelocityScale = 2.0
  5585.   End
  5586. End
  5587.  
  5588. ; ---------------------------------------------------------------------------------------
  5589. ; The Bits that are thrown off from the damaged buildings
  5590. ObjectCreationList OCL_RBArmory_Chunk4
  5591.   CreateObject
  5592.     ObjectNames = BuildingRBArmoryBitD
  5593.     Offset =X:-7.5 Y:-38.84 Z:37.62
  5594.     Count = 1
  5595.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5596.     DispositionIntensity = 6.0
  5597.     VelocityScale = 2.0
  5598.   End
  5599. End
  5600.  
  5601. ;----------------------------RBGoldHall-------------------------------------------------
  5602. ; The Bits that are thrown off from the damaged buildings
  5603. ObjectCreationList OCL_RBGoldHall_Chunk1
  5604.   CreateObject
  5605.     ObjectNames = BuildingRBGoldHallBitA
  5606.     Offset =X:-0.74 Y:-1.46 Z:133.41
  5607.     Count = 1
  5608.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5609.     DispositionIntensity = 6.0
  5610.     VelocityScale = 2.0
  5611.   End
  5612. End
  5613.  
  5614. ; ---------------------------------------------------------------------------------------
  5615. ; The Bits that are thrown off from the damaged buildings
  5616. ObjectCreationList OCL_RBGoldHall_Chunk2
  5617.   CreateObject
  5618.     ObjectNames = BuildingRBGoldHallBitB
  5619.     Offset =X:-15.92 Y:30.65 Z:44.64
  5620.     Count = 1
  5621.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5622.     DispositionIntensity = 6.0
  5623.     VelocityScale = 2.0
  5624.   End
  5625. End
  5626.  
  5627. ; ---------------------------------------------------------------------------------------
  5628. ; The Bits that are thrown off from the damaged buildings
  5629. ObjectCreationList OCL_RBGoldHall_Chunk3
  5630.   CreateObject
  5631.     ObjectNames = BuildingRBGoldHallBitC
  5632.     Offset =X:-1.44 Y:34.72 Z:58.5
  5633.     Count = 1
  5634.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5635.     DispositionIntensity = 6.0
  5636.     VelocityScale = 2.0
  5637.   End
  5638. End
  5639.  
  5640. ; ---------------------------------------------------------------------------------------
  5641. ; The Bits that are thrown off from the damaged buildings
  5642. ObjectCreationList OCL_RBGoldHall_Chunk4
  5643.   CreateObject
  5644.     ObjectNames = BuildingRBGoldHallBitD
  5645.     Offset =X:25.23 Y:-7.01 Z:38.63
  5646.     Count = 1
  5647.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5648.     DispositionIntensity = 6.0
  5649.     VelocityScale = 2.0
  5650.   End
  5651. End
  5652.  
  5653. ;----------------------------RBBarracks-------------------------------------------------
  5654. ; The Bits that are thrown off from the damaged buildings
  5655. ObjectCreationList OCL_RBBarracks_Chunk1
  5656.   CreateObject
  5657.     ObjectNames = BuildingRBBarracksBitA
  5658.     Offset =X:-37.337 Y:25.201 Z:40.78
  5659.     Count = 1
  5660.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5661.     DispositionIntensity = 6.0
  5662.     VelocityScale = 2.0
  5663.   End
  5664. End
  5665.  
  5666. ; ---------------------------------------------------------------------------------------
  5667. ; The Bits that are thrown off from the damaged buildings
  5668. ObjectCreationList OCL_RBBarracks_Chunk2
  5669.   CreateObject
  5670.     ObjectNames = BuildingRBBarracksBitB
  5671.     Offset =X:15.84 Y:27.84 Z:35.42
  5672.     Count = 1
  5673.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5674.     DispositionIntensity = 6.0
  5675.     VelocityScale = 2.0
  5676.   End
  5677. End
  5678.  
  5679. ; ---------------------------------------------------------------------------------------
  5680. ; The Bits that are thrown off from the damaged buildings
  5681. ObjectCreationList OCL_RBBarracks_Chunk3
  5682.   CreateObject
  5683.     ObjectNames = BuildingRBBarracksBitC
  5684.     Offset =X:17.23 Y:-7.396 Z:39.16
  5685.     Count = 1
  5686.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5687.     DispositionIntensity = 6.0
  5688.     VelocityScale = 2.0
  5689.   End
  5690. End
  5691.  
  5692. ; ---------------------------------------------------------------------------------------
  5693. ; The Bits that are thrown off from the damaged buildings
  5694. ObjectCreationList OCL_RBBarracks_Chunk4
  5695.   CreateObject
  5696.     ObjectNames = BuildingRBBarracksBitD
  5697.     Offset =X:-47.676 Y:-8.51 Z:31.6
  5698.     Count = 1
  5699.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5700.     DispositionIntensity = 6.0
  5701.     VelocityScale = 2.0
  5702.   End
  5703. End
  5704.  
  5705.  
  5706. ;----------------------------RBStable-------------------------------------------------
  5707. ; The Bits that are thrown off from the damaged buildings
  5708. ObjectCreationList OCL_RBStable_Chunk1
  5709.   CreateObject
  5710.     ObjectNames = BuildingRBStableBitA
  5711.     Offset =X:26.19 Y:17.17 Z:52.44
  5712.     Count = 1
  5713.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5714.     DispositionIntensity = 6.0
  5715.     VelocityScale = 2.0
  5716.   End
  5717. End
  5718.  
  5719. ; ---------------------------------------------------------------------------------------
  5720. ; The Bits that are thrown off from the damaged buildings
  5721. ObjectCreationList OCL_RBStable_Chunk2
  5722.   CreateObject
  5723.     ObjectNames = BuildingRBStableBitB
  5724.     Offset =X:14.57 Y:-36.15 Z:28.78
  5725.     Count = 1
  5726.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5727.     DispositionIntensity = 6.0
  5728.     VelocityScale = 2.0
  5729.   End
  5730. End
  5731.  
  5732. ; ---------------------------------------------------------------------------------------
  5733. ; The Bits that are thrown off from the damaged buildings
  5734. ObjectCreationList OCL_RBStable_Chunk3
  5735.   CreateObject
  5736.     ObjectNames = BuildingRBStableBitC
  5737.     Offset =X:-25.88 Y:11.13 Z:33.1
  5738.     Count = 1
  5739.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5740.     DispositionIntensity = 6.0
  5741.     VelocityScale = 2.0
  5742.   End
  5743. End
  5744.  
  5745. ; ---------------------------------------------------------------------------------------
  5746. ; The Bits that are thrown off from the damaged buildings
  5747. ObjectCreationList OCL_RBStable_Chunk4
  5748.   CreateObject
  5749.     ObjectNames = BuildingRBStableBitD
  5750.     Offset =X:-19.16 Y:-23.73 Z:37.68
  5751.     Count = 1
  5752.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5753.     DispositionIntensity = 6.0
  5754.     VelocityScale = 2.0
  5755.   End
  5756. End
  5757.  
  5758. ;----------------------------GBStable-------------------------------------------------
  5759. ; The Bits that are thrown off from the damaged buildings
  5760. ObjectCreationList OCL_GBStable_Chunk1
  5761.   CreateObject
  5762.     ObjectNames = BuildingGBStableBitA
  5763.     Offset =X:-14.9352 Y:-37.9048 Z:25.8384
  5764.     Count = 1
  5765.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5766.     DispositionIntensity = 6.0
  5767.     VelocityScale = 2.0
  5768.   End
  5769. End
  5770.  
  5771. ; ---------------------------------------------------------------------------------------
  5772. ; The Bits that are thrown off from the damaged buildings
  5773. ObjectCreationList OCL_GBStable_Chunk2
  5774.   CreateObject
  5775.     ObjectNames = BuildingGBStableBitB
  5776.     Offset =X:-39.5168 Y:-0.7168 Z:22.8208
  5777.     Count = 1
  5778.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5779.     DispositionIntensity = 6.0
  5780.     VelocityScale = 2.0
  5781.   End
  5782. End
  5783.  
  5784. ; ---------------------------------------------------------------------------------------
  5785. ; The Bits that are thrown off from the damaged buildings
  5786. ObjectCreationList OCL_GBStable_Chunk3
  5787.   CreateObject
  5788.     ObjectNames = BuildingGBStableBitC
  5789.     Offset =X:-17.0784 Y:45.9208 Z:24.2728
  5790.     Count = 1
  5791.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5792.     DispositionIntensity = 6.0
  5793.     VelocityScale = 2.0
  5794.   End
  5795. End
  5796.  
  5797. ; ---------------------------------------------------------------------------------------
  5798. ; The Bits that are thrown off from the damaged buildings
  5799. ObjectCreationList OCL_GBStable_Chunk4
  5800.   CreateObject
  5801.     ObjectNames = BuildingGBStableBitD
  5802.     Offset =X:-26.0752 Y:1.0120 Z:70.120
  5803.     Count = 1
  5804.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5805.     DispositionIntensity = 6.0
  5806.     VelocityScale = 2.0
  5807.   End
  5808. End
  5809.  
  5810. ;----------------------------GBBarracksN2D2-------------------------------------------------
  5811. ; The Bits that are thrown off from the damaged buildings
  5812. ObjectCreationList OCL_GBBarracksN2D2_Chunk1
  5813.   CreateObject
  5814.     ObjectNames = BuildingGBBarracksN2D2BitA
  5815.     Offset =X:-25.098 Y:31.901 Z:18.005
  5816.     Count = 1
  5817.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5818.     DispositionIntensity = 6.0
  5819.     VelocityScale = 2.0
  5820.   End
  5821. End
  5822.  
  5823. ; ---------------------------------------------------------------------------------------
  5824. ; The Bits that are thrown off from the damaged buildings
  5825. ObjectCreationList OCL_GBBarracksN2D2_Chunk2
  5826.   CreateObject
  5827.     ObjectNames = BuildingGBBarracksN2D2BitB
  5828.     Offset =X:29.333 Y:-30.762 Z:18.005
  5829.     Count = 1
  5830.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5831.     DispositionIntensity = 6.0
  5832.     VelocityScale = 2.0
  5833.   End
  5834. End
  5835.  
  5836. ; ---------------------------------------------------------------------------------------
  5837. ; The Bits that are thrown off from the damaged buildings
  5838. ObjectCreationList OCL_GBBarracksN2D2_Chunk3
  5839.   CreateObject
  5840.     ObjectNames = BuildingGBBarracksN2D2BitC
  5841.     Offset =X:-25.173 Y:-21.9 Z:83.784
  5842.     Count = 1
  5843.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5844.     DispositionIntensity = 6.0
  5845.     VelocityScale = 2.0
  5846.   End
  5847. End
  5848.  
  5849. ; ---------------------------------------------------------------------------------------
  5850. ; The Bits that are thrown off from the damaged buildings
  5851. ObjectCreationList OCL_GBBarracksN2D2_Chunk4
  5852.   CreateObject
  5853.     ObjectNames = BuildingGBBarracksN2D2BitD
  5854.     Offset =X:-9.226 Y:-34.189 Z:80.987
  5855.     Count = 1
  5856.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5857.     DispositionIntensity = 6.0
  5858.     VelocityScale = 2.0
  5859.   End
  5860. End 
  5861.  
  5862.  
  5863. ;----------------------------GBBtlTwr-------------------------------------------------
  5864. ; The Bits that are thrown off from the damaged buildings
  5865. ObjectCreationList OCL_GBBtlTwrD2_Chunk1
  5866.   CreateObject
  5867.     ObjectNames = BuildingGBBtlTwrD2BitA
  5868.     Offset =X:10.072 Y:-11.512 Z:30.424
  5869.     Count = 1
  5870.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5871.     DispositionIntensity = 6.0
  5872.     VelocityScale = 2.0
  5873.   End
  5874. End
  5875.  
  5876. ; ---------------------------------------------------------------------------------------
  5877. ; The Bits that are thrown off from the damaged buildings
  5878. ObjectCreationList OCL_GBBtlTwrD2_Chunk2
  5879.   CreateObject
  5880.     ObjectNames = BuildingGBBtlTwrD2BitB
  5881.     Offset =X:-9.544 Y:-5.480 Z:105.160
  5882.     Count = 1
  5883.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5884.     DispositionIntensity = 6.0
  5885.     VelocityScale = 2.0
  5886.   End
  5887. End
  5888.  
  5889. ; ---------------------------------------------------------------------------------------
  5890. ; The Bits that are thrown off from the damaged buildings
  5891. ObjectCreationList OCL_GBBtlTwrD2_Chunk3
  5892.   CreateObject
  5893.     ObjectNames = BuildingGBBtlTwrD2BitC
  5894.     Offset =X:8.376 Y:14.56 Z:31.04
  5895.     Count = 1
  5896.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5897.     DispositionIntensity = 6.0
  5898.     VelocityScale = 2.0
  5899.   End
  5900. End
  5901.  
  5902. ; ---------------------------------------------------------------------------------------
  5903. ; The Bits that are thrown off from the damaged buildings
  5904. ObjectCreationList OCL_GBBtlTwrD2_Chunk4
  5905.   CreateObject
  5906.     ObjectNames = BuildingGBBtlTwrD2BitD
  5907.     Offset =X:15.240 Y:-3.144 Z:90.632
  5908.     Count = 1
  5909.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5910.     DispositionIntensity = 6.0
  5911.     VelocityScale = 2.0
  5912.   End
  5913. End 
  5914.  
  5915. ;----------------------------GBBtlTwrS-------------------------------------------------
  5916. ; The Bits that are thrown off from the damaged buildings
  5917. ObjectCreationList OCL_GBBtlTwrSD2_Chunk1
  5918.   CreateObject
  5919.     ObjectNames = BuildingGBBtlTwrSD2BitA
  5920.     Offset =X:10.072 Y:-11.512 Z:30.424
  5921.     Count = 1
  5922.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5923.     DispositionIntensity = 6.0
  5924.     VelocityScale = 2.0
  5925.   End
  5926. End
  5927.  
  5928. ; ---------------------------------------------------------------------------------------
  5929. ; The Bits that are thrown off from the damaged buildings
  5930. ObjectCreationList OCL_GBBtlTwrSD2_Chunk2
  5931.   CreateObject
  5932.     ObjectNames = BuildingGBBtlTwrSD2BitB
  5933.     Offset =X:-9.544 Y:-5.480 Z:105.160
  5934.     Count = 1
  5935.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5936.     DispositionIntensity = 6.0
  5937.     VelocityScale = 2.0
  5938.   End
  5939. End
  5940.  
  5941. ; ---------------------------------------------------------------------------------------
  5942. ; The Bits that are thrown off from the damaged buildings
  5943. ObjectCreationList OCL_GBBtlTwrSD2_Chunk3
  5944.   CreateObject
  5945.     ObjectNames = BuildingGBBtlTwrSD2BitC
  5946.     Offset =X:8.376 Y:14.56 Z:31.04
  5947.     Count = 1
  5948.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5949.     DispositionIntensity = 6.0
  5950.     VelocityScale = 2.0
  5951.   End
  5952. End
  5953.  
  5954. ; ---------------------------------------------------------------------------------------
  5955. ; The Bits that are thrown off from the damaged buildings
  5956. ObjectCreationList OCL_GBBtlTwrSD2_Chunk4
  5957.   CreateObject
  5958.     ObjectNames = BuildingGBBtlTwrSD2BitD
  5959.     Offset =X:15.240 Y:-3.144 Z:90.632
  5960.     Count = 1
  5961.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5962.     DispositionIntensity = 6.0
  5963.     VelocityScale = 2.0
  5964.   End
  5965. End 
  5966.  
  5967.  
  5968.  
  5969. ;----------------------------GBMtop4-------------------------------------------------
  5970. ; The Bits that are thrown off from the damaged buildings
  5971. ObjectCreationList OCL_GBMtop4D2_Chunk1
  5972.   CreateObject
  5973.     ObjectNames = BuildingGBMtop4DP1BitA
  5974.     Offset =X:0.5888 Y:0.1032 Z:275.4264
  5975.     Count = 1
  5976.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5977.     DispositionIntensity = 6.0
  5978.     VelocityScale = 2.0
  5979.   End
  5980. End
  5981.  
  5982. ; ---------------------------------------------------------------------------------------
  5983. ; The Bits that are thrown off from the damaged buildings
  5984. ObjectCreationList OCL_GBMtop4D2_Chunk2
  5985.   CreateObject
  5986.     ObjectNames = BuildingGBMtop4DP1BitB
  5987.     Offset =X:-5.1088 Y:-0.7416 Z:183.4008
  5988.     Count = 1
  5989.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  5990.     DispositionIntensity = 6.0
  5991.     VelocityScale = 2.0
  5992.   End
  5993. End
  5994.  
  5995. ; ---------------------------------------------------------------------------------------
  5996. ; The Bits that are thrown off from the damaged buildings
  5997. ObjectCreationList OCL_GBMtop4D2_Chunk3
  5998.   CreateObject
  5999.     ObjectNames = BuildingGBMtop4DP1BitC
  6000.     Offset =X:4.0280 Y:0.1376 Z:206.9800
  6001.     Count = 1
  6002.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6003.     DispositionIntensity = 6.0
  6004.     VelocityScale = 2.0
  6005.   End
  6006. End
  6007.  
  6008. ; ---------------------------------------------------------------------------------------
  6009. ; The Bits that are thrown off from the damaged buildings
  6010. ObjectCreationList OCL_GBMtop4D2_Chunk4
  6011.   CreateObject
  6012.     ObjectNames = BuildingGBMtop4DP1BitD
  6013.     Offset =X:10.2896 Y:-1.5072 Z:137.4632
  6014.     Count = 1
  6015.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6016.     DispositionIntensity = 6.0
  6017.     VelocityScale = 2.0
  6018.   End
  6019. End 
  6020.  
  6021. ; ---------------------------------------------------------------------------------------
  6022. ObjectCreationList OCL_BalrogSummoning
  6023.     ; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
  6024.     CreateObject
  6025.         ObjectNames = MordorBalrogEgg
  6026.         Count = 1
  6027.         Disposition = LIKE_EXISTING
  6028.     End
  6029.     CreateObject
  6030.         ObjectNames = MordorBalrogEggPlaceHolder
  6031.         Count = 1
  6032.         Disposition = LIKE_EXISTING
  6033.     End
  6034. End
  6035.  
  6036. ; ---------------------------------------------------------------------------------------
  6037. ObjectCreationList OCL_BalrogDie
  6038.     CreateObject
  6039.         ObjectNames    = MordorBalrogDeath
  6040.         Count        = 1
  6041.         Disposition = LIKE_EXISTING
  6042.         Offset        = X:75.0 Y:-10.0 Z:0.0
  6043.     End
  6044. End
  6045.  
  6046. ; ---------------------------------------------------------------------------------------
  6047. ObjectCreationList OCL_GondorArmyofTheDeadEgg
  6048.     ; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
  6049.     CreateObject
  6050.         ObjectNames = GondorArmyofTheDeadSmallEggs
  6051.         Count = 6 ;4
  6052.         Disposition = SPAWN_AROUND
  6053.         DispositionIntensity = 500 ;300.0
  6054.         DispositionAngle = 60 ;90
  6055.         IgnoreCommandPointLimit = Yes
  6056.     End
  6057. End
  6058.  
  6059. ;--------------------------------------------------------------------------------------- 
  6060. ObjectCreationList OCL_SpawnDwarvenEgg
  6061.     CreateObject
  6062.         ObjectNames = PhalanxSummonEgg
  6063.         IgnoreCommandPointLimit = Yes
  6064.         Disposition = LIKE_EXISTING
  6065.     End
  6066. End
  6067.  
  6068. ; ---------------------------------------------------------------------------------------
  6069. ; Create A bunch of Hobbits out of thin air. 
  6070. ObjectCreationList OCL_SpawnDwarvenUnits
  6071.     CreateObject
  6072.         ObjectNames                = DwarvenAxeThrowerHorde_Summoned 
  6073.         UseJustBuiltFlag        = Yes
  6074.         Count                    = 1
  6075.         FadeIn                    = Yes
  6076.         FadeTime                = 8000
  6077.         IgnoreCommandPointLimit = Yes
  6078.         Disposition                = ABSOLUTE_ANGLE
  6079.         DispositionAngle        = 90
  6080.         Offset                    = X:0 Y:60 Z:0
  6081.     End
  6082.     CreateObject
  6083.         ObjectNames                = DwarvenGuardianHorde_Summoned 
  6084.         UseJustBuiltFlag        = Yes
  6085.         Count                    = 1
  6086.         FadeIn                    = Yes
  6087.         FadeTime                = 8000
  6088.         IgnoreCommandPointLimit = Yes
  6089.         Disposition                = ABSOLUTE_ANGLE
  6090.         DispositionAngle        = -30
  6091.         Offset                    = X:52 Y:-30 Z:0
  6092.     End
  6093.     CreateObject
  6094.         ObjectNames                = DwarvenPhalanxHorde_Summoned
  6095.         UseJustBuiltFlag        = Yes
  6096.         Count                    = 1
  6097.         FadeIn                    = Yes
  6098.         FadeTime                = 8000
  6099.         IgnoreCommandPointLimit = Yes
  6100.         Disposition                = ABSOLUTE_ANGLE
  6101.         DispositionAngle        = 240
  6102.         Offset                    = X:-52 Y:-30 Z:0
  6103.     End
  6104. End
  6105.  
  6106.  
  6107.  
  6108. ; ---------------------------------------------------------------------------------------
  6109. ObjectCreationList OCL_GondorArmyofTheDeadEggSmall
  6110.     ; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
  6111.     CreateObject
  6112.         ObjectNames = GondorArmyofTheDeadSmallEgg
  6113.         UseJustBuiltFlag = Yes
  6114.         Count = 1
  6115.         Disposition = LIKE_EXISTING
  6116.         IgnoreCommandPointLimit = Yes
  6117.     End
  6118. End
  6119.  
  6120.  
  6121. ; ---------------------------------------------------------------------------------------
  6122. ObjectCreationList OCL_BalrogSummoningFinish
  6123.     CreateObject
  6124.         ObjectNames = MordorBalrog
  6125.         Count = 1
  6126.         Disposition = ABSOLUTE_ANGLE
  6127.         DispositionAngle = 270    
  6128.         UseJustBuiltFlag = Yes
  6129.         StartingBusyTime = 2300
  6130.         FadeIn = Yes
  6131.         FadeTime = 10000
  6132.         IgnoreCommandPointLimit = Yes
  6133.     End
  6134. End
  6135.  
  6136. ; ---------------------------------------------------------------------------------------
  6137. ; The Bits that are thrown off from the damaged buildings
  6138. ObjectCreationList OCL_GandalfLevelUp1OCL
  6139.     CreateObject
  6140.         ObjectNames = GandalfLevelUpBeam
  6141.         Offset =X:0.0 Y:0.0 Z:0.0
  6142.         Count = 1
  6143.         Disposition =  FADE_AND_DIE_ORNAMENT
  6144.     End
  6145.     ;CreateObject
  6146.     ;    ObjectNames = GandalfLevelUpBeam02
  6147.     ;    Offset =X:0 Y:0 Z:0
  6148.     ;    Count = 1
  6149.     ;    Disposition =  FADE_AND_DIE_ORNAMENT
  6150.     ;End
  6151. End
  6152.  
  6153.  
  6154. ;----------------------------MBSiegeWorks-------------------------------------------------
  6155. ; The Bits that are thrown off from the damaged buildings
  6156. ObjectCreationList OCL_MBSeigeWork_D2_Chunk1
  6157.   CreateObject
  6158.     ObjectNames = MBSeigeWorkD2BitA
  6159.     Offset =X:-58.2944 Y:-21.8768 Z:45.9512
  6160.     Count = 1
  6161.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6162.     DispositionIntensity = 6.0
  6163.     VelocityScale = 2.0
  6164.   End
  6165. End
  6166.  
  6167. ; ---------------------------------------------------------------------------------------
  6168. ; The Bits that are thrown off from the damaged buildings
  6169. ObjectCreationList OCL_MBSeigeWork_D2_Chunk2
  6170.   CreateObject
  6171.     ObjectNames = MBSeigeWorkD2BitB
  6172.     Offset =X:-48.7720 Y:31.7480 Z:46.920
  6173.     Count = 1
  6174.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6175.     DispositionIntensity = 6.0
  6176.     VelocityScale = 2.0
  6177.   End
  6178. End
  6179.  
  6180. ; ---------------------------------------------------------------------------------------
  6181. ; The Bits that are thrown off from the damaged buildings
  6182. ObjectCreationList OCL_MBSeigeWork_D2_Chunk3
  6183.   CreateObject
  6184.     ObjectNames = MBSeigeWorkD2BitC
  6185.     Offset =X:7.5880 Y:-38.5240 Z:24.2920
  6186.     Count = 1
  6187.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6188.     DispositionIntensity = 6.0
  6189.     VelocityScale = 2.0
  6190.   End
  6191. End
  6192.  
  6193. ; ---------------------------------------------------------------------------------------
  6194. ; The Bits that are thrown off from the damaged buildings
  6195. ObjectCreationList OCL_MBSeigeWork_D2_Chunk4
  6196.   CreateObject
  6197.     ObjectNames = MBSeigeWorkD2BitD
  6198.     Offset =X:-9.6528 Y:44.8600 Z:22.2296
  6199.     Count = 1
  6200.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6201.     DispositionIntensity = 6.0
  6202.     VelocityScale = 2.0
  6203.   End
  6204. End 
  6205.  
  6206.  
  6207. ;----------------------------MBMumkPenD2-------------------------------------------------
  6208. ; The Bits that are thrown off from the damaged buildings
  6209. ObjectCreationList OCL_MBMumkPenD2_Chunk1
  6210.   CreateObject
  6211.     ObjectNames = MBMumkPenD2BitA
  6212.     Offset =X:-2.600 Y:29.944 Z:24.920
  6213.     Count = 1
  6214.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6215.     DispositionIntensity = 6.0
  6216.     VelocityScale = 2.0
  6217.   End
  6218. End
  6219.  
  6220. ; ---------------------------------------------------------------------------------------
  6221. ; The Bits that are thrown off from the damaged buildings
  6222. ObjectCreationList OCL_MBMumkPenD2_Chunk2
  6223.   CreateObject
  6224.     ObjectNames = MBMumkPenD2BitB
  6225.     Offset =X:18.360 Y:7.472 Z:42.256
  6226.     Count = 1
  6227.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6228.     DispositionIntensity = 6.0
  6229.     VelocityScale = 2.0
  6230.   End
  6231. End
  6232.  
  6233. ; ---------------------------------------------------------------------------------------
  6234. ; The Bits that are thrown off from the damaged buildings
  6235. ObjectCreationList OCL_MBMumkPenD2_Chunk3
  6236.   CreateObject
  6237.     ObjectNames = MBMumkPenD2BitC
  6238.     Offset =X:21.800 Y:-30.4 Z:22.496
  6239.     Count = 1
  6240.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6241.     DispositionIntensity = 6.0
  6242.     VelocityScale = 2.0
  6243.   End
  6244. End
  6245.  
  6246. ; ---------------------------------------------------------------------------------------
  6247. ; The Bits that are thrown off from the damaged buildings
  6248. ObjectCreationList OCL_MBMumkPenD2_Chunk4
  6249.   CreateObject
  6250.     ObjectNames = MBMumkPenD2BitD
  6251.     Offset =X:-40.928 Y:-31.704 Z:19.576
  6252.     Count = 1
  6253.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6254.     DispositionIntensity = 6.0
  6255.     VelocityScale = 2.0
  6256.   End
  6257. End 
  6258.  
  6259. ; ---------------------------------------------------------------------------------------
  6260. ObjectCreationList OCL_SUPERWEAPON_RevealArea
  6261.   CreateObject
  6262.     ObjectNames = MapRevealPing
  6263.     Count = 1
  6264.   End
  6265. End
  6266.  
  6267.  
  6268.  
  6269. ObjectCreationList OCL_StructureRubblePileLarge
  6270.     CreateObject
  6271.         ObjectNames = StructureRubblePileLarge
  6272.         Count = 1
  6273.         Disposition = LIKE_EXISTING
  6274.         UseJustBuiltFlag = Yes        
  6275.     End
  6276. End
  6277. ObjectCreationList EndOCL_StructureRubblePileSmall
  6278.     CreateObject
  6279.         ObjectNames = StructureRubblePileSmall
  6280.         Count = 1
  6281.         Disposition = LIKE_EXISTING
  6282.         UseJustBuiltFlag = Yes        
  6283.     End
  6284. End
  6285.  
  6286.  
  6287.  
  6288. ObjectCreationList OCL_StructureRubblePileSinkAway
  6289.     CreateObject
  6290.         ObjectNames = StructureRubblePileSinkAway
  6291.         Count = 1
  6292.         Disposition = LIKE_EXISTING
  6293.         UseJustBuiltFlag = Yes        
  6294.     End
  6295. End
  6296. ;----------------------------GBMinWallA-------------------------------------------------
  6297. ; The Bits that are thrown off from the damaged buildings
  6298. ObjectCreationList OCL_GBMinWallAD2_Chunk1
  6299.   CreateObject
  6300.     ObjectNames = GBMinWallAD2BitA
  6301.     Count = 1
  6302.     Disposition = LIKE_EXISTING ANIMATED
  6303.   End
  6304. End
  6305.  
  6306. ; ---------------------------------------------------------------------------------------
  6307. ; The Bits that are thrown off from the damaged buildings
  6308. ObjectCreationList OCL_GBMinWallAD2_Chunk2
  6309.   CreateObject
  6310.     ObjectNames = GBMinWallAD2BitB
  6311.     Count = 1
  6312.     Disposition = LIKE_EXISTING ANIMATED
  6313.   End
  6314. End
  6315.  
  6316. ; ---------------------------------------------------------------------------------------
  6317. ; The Bits that are thrown off from the damaged buildings
  6318. ObjectCreationList OCL_GBMinWallAD2_Chunk3
  6319.   CreateObject
  6320.     ObjectNames = GBMinWallAD2BitC
  6321.     Count = 1
  6322.     Disposition = LIKE_EXISTING ANIMATED
  6323.   End
  6324. End
  6325.  
  6326. ; ---------------------------------------------------------------------------------------
  6327. ; The Bits that are thrown off from the damaged buildings
  6328. ObjectCreationList OCL_GBMinWallAD2_Chunk4
  6329.   CreateObject
  6330.     ObjectNames = GBMinWallAD2BitD
  6331.     Count = 1
  6332.     Disposition = LIKE_EXISTING ANIMATED
  6333.   End
  6334. End
  6335.  
  6336.  
  6337. ;----------------------------GBMinWallAT-------------------------------------------------
  6338. ; The Bits that are thrown off from the damaged buildings
  6339. ObjectCreationList OCL_GBMinWallATD2_Chunk1
  6340.   CreateObject
  6341.     ObjectNames = GBMinWallATD2BitA
  6342.     Count = 1
  6343.     Disposition = LIKE_EXISTING ANIMATED
  6344.   End
  6345. End
  6346.  
  6347. ; ---------------------------------------------------------------------------------------
  6348. ; The Bits that are thrown off from the damaged buildings
  6349. ObjectCreationList OCL_GBMinWallATD2_Chunk2
  6350.   CreateObject
  6351.     ObjectNames = GBMinWallATD2BitB
  6352.     Count = 1
  6353.     Disposition = LIKE_EXISTING ANIMATED
  6354.   End
  6355. End
  6356.  
  6357. ; ---------------------------------------------------------------------------------------
  6358. ; The Bits that are thrown off from the damaged buildings
  6359. ObjectCreationList OCL_GBMinWallATD2_Chunk3
  6360.   CreateObject
  6361.     ObjectNames = GBMinWallATD2BitC
  6362.     Count = 1
  6363.     Disposition = LIKE_EXISTING ANIMATED
  6364.   End
  6365. End
  6366.  
  6367. ; ---------------------------------------------------------------------------------------
  6368. ; The Bits that are thrown off from the damaged buildings
  6369. ObjectCreationList OCL_GBMinWallATD2_Chunk4
  6370.   CreateObject
  6371.     ObjectNames = GBMinWallATD2BitD
  6372.     Count = 1
  6373.     Disposition = LIKE_EXISTING ANIMATED
  6374.   End
  6375. End
  6376.  
  6377. ;----------------------------GBMinGate1-------------------------------------------------
  6378. ; The Bits that are thrown off from the damaged buildings
  6379. ObjectCreationList OCL_GBMinGate1D2_Chunk1
  6380.   CreateObject
  6381.     ObjectNames = GBMinGate1D2BitA
  6382.     Count = 1
  6383.     Disposition = LIKE_EXISTING ANIMATED
  6384.   End
  6385. End
  6386.  
  6387. ; ---------------------------------------------------------------------------------------
  6388. ; The Bits that are thrown off from the damaged buildings
  6389. ObjectCreationList OCL_GBMinGate1D2_Chunk2
  6390.   CreateObject
  6391.     ObjectNames = GBMinGate1D2BitB
  6392.     Count = 1
  6393.     Disposition = LIKE_EXISTING ANIMATED
  6394.   End
  6395. End
  6396.  
  6397. ; ---------------------------------------------------------------------------------------
  6398. ; The Bits that are thrown off from the damaged buildings
  6399. ObjectCreationList OCL_GBMinGate1D2_Chunk3
  6400.   CreateObject
  6401.     ObjectNames = GBMinGate1D2BitC
  6402.     Count = 1
  6403.     Disposition = LIKE_EXISTING ANIMATED
  6404.   End
  6405. End
  6406.  
  6407. ; ---------------------------------------------------------------------------------------
  6408. ; The Bits that are thrown off from the damaged buildings
  6409. ObjectCreationList OCL_GBMinGate1D2_Chunk4
  6410.   CreateObject
  6411.     ObjectNames = GBMinGate1D2BitD
  6412.     Count = 1
  6413.     Disposition = LIKE_EXISTING ANIMATED
  6414.   End
  6415. End
  6416.  
  6417. ;----------------------------GBMinGate2-------------------------------------------------
  6418. ; The Bits that are thrown off from the damaged buildings
  6419. ObjectCreationList OCL_GBMinGate2D2_Chunk1
  6420.   CreateObject
  6421.     ObjectNames = GBMinGate2D2BitA
  6422.     Count = 1
  6423.     Disposition = LIKE_EXISTING ANIMATED
  6424.   End
  6425. End
  6426.  
  6427. ; ---------------------------------------------------------------------------------------
  6428. ; The Bits that are thrown off from the damaged buildings
  6429. ObjectCreationList OCL_GBMinGate2D2_Chunk2
  6430.   CreateObject
  6431.     ObjectNames = GBMinGate2D2BitB
  6432.     Count = 1
  6433.     Disposition = LIKE_EXISTING ANIMATED
  6434.   End
  6435. End
  6436.  
  6437. ; ---------------------------------------------------------------------------------------
  6438. ; The Bits that are thrown off from the damaged buildings
  6439. ObjectCreationList OCL_GBMinGate2D2_Chunk3
  6440.   CreateObject
  6441.     ObjectNames = GBMinGate2D2BitC
  6442.     Count = 1
  6443.     Disposition = LIKE_EXISTING ANIMATED
  6444.   End
  6445. End
  6446.  
  6447. ; ---------------------------------------------------------------------------------------
  6448. ; The Bits that are thrown off from the damaged buildings
  6449. ObjectCreationList OCL_GBMinGate2D2_Chunk4
  6450.   CreateObject
  6451.     ObjectNames = GBMinGate2D2BitD
  6452.     Count = 1
  6453.     Disposition = LIKE_EXISTING ANIMATED
  6454.   End
  6455. End
  6456.  
  6457.  
  6458. ;----------------------------GBMinGate3-------------------------------------------------
  6459. ; The Bits that are thrown off from the damaged buildings
  6460. ObjectCreationList OCL_GBMinGate3D2_Chunk1
  6461.   CreateObject
  6462.     ObjectNames = GBMinGate3D2BitA
  6463.     Count = 1
  6464.     Disposition = LIKE_EXISTING ANIMATED
  6465.   End
  6466. End
  6467.  
  6468. ; ---------------------------------------------------------------------------------------
  6469. ; The Bits that are thrown off from the damaged buildings
  6470. ObjectCreationList OCL_GBMinGate3D2_Chunk2
  6471.   CreateObject
  6472.     ObjectNames = GBMinGate3D2BitB
  6473.     Count = 1
  6474.     Disposition = LIKE_EXISTING ANIMATED
  6475.   End
  6476. End
  6477.  
  6478. ; ---------------------------------------------------------------------------------------
  6479. ; The Bits that are thrown off from the damaged buildings
  6480. ObjectCreationList OCL_GBMinGate3D2_Chunk3
  6481.   CreateObject
  6482.     ObjectNames = GBMinGate3D2BitC
  6483.     Count = 1
  6484.     Disposition = LIKE_EXISTING ANIMATED
  6485.   End
  6486. End
  6487.  
  6488. ; ---------------------------------------------------------------------------------------
  6489. ; The Bits that are thrown off from the damaged buildings
  6490. ObjectCreationList OCL_GBMinGate3D2_Chunk4
  6491.   CreateObject
  6492.     ObjectNames = GBMinGate3D2BitD
  6493.     Count = 1
  6494.     Disposition = LIKE_EXISTING ANIMATED
  6495.   End
  6496. End
  6497.  
  6498. ;----------------------------GBMinGate4-------------------------------------------------
  6499. ; The Bits that are thrown off from the damaged buildings
  6500. ObjectCreationList OCL_GBMinGate4D2_Chunk1
  6501.   CreateObject
  6502.     ObjectNames = GBMinGate4D2BitA
  6503.     Count = 1
  6504.     Disposition = LIKE_EXISTING ANIMATED
  6505.   End
  6506. End
  6507.  
  6508. ; ---------------------------------------------------------------------------------------
  6509. ; The Bits that are thrown off from the damaged buildings
  6510. ObjectCreationList OCL_GBMinGate4D2_Chunk2
  6511.   CreateObject
  6512.     ObjectNames = GBMinGate4D2BitB
  6513.     Count = 1
  6514.     Disposition = LIKE_EXISTING ANIMATED
  6515.   End
  6516. End
  6517.  
  6518. ; ---------------------------------------------------------------------------------------
  6519. ; The Bits that are thrown off from the damaged buildings
  6520. ObjectCreationList OCL_GBMinGate4D2_Chunk3
  6521.   CreateObject
  6522.     ObjectNames = GBMinGate4D2BitC
  6523.     Count = 1
  6524.     Disposition = LIKE_EXISTING ANIMATED
  6525.   End
  6526. End
  6527.  
  6528. ; ---------------------------------------------------------------------------------------
  6529. ; The Bits that are thrown off from the damaged buildings
  6530. ObjectCreationList OCL_GBMinGate4D2_Chunk4
  6531.   CreateObject
  6532.     ObjectNames = GBMinGate4D2BitD
  6533.     Count = 1
  6534.     Disposition = LIKE_EXISTING ANIMATED
  6535.   End
  6536. End
  6537.  
  6538.  
  6539. ;----------------------------GBMinGate4R-------------------------------------------------
  6540. ; The Bits that are thrown off from the damaged buildings
  6541. ObjectCreationList OCL_GBMinGate4RD2_Chunk1
  6542.   CreateObject
  6543.     ObjectNames = GBMinGate4RD2BitA
  6544.     Count = 1
  6545.     Disposition = LIKE_EXISTING ANIMATED
  6546.   End
  6547. End
  6548.  
  6549. ; ---------------------------------------------------------------------------------------
  6550. ; The Bits that are thrown off from the damaged buildings
  6551. ObjectCreationList OCL_GBMinGate4RD2_Chunk2
  6552.   CreateObject
  6553.     ObjectNames = GBMinGate4RD2BitB
  6554.     Count = 1
  6555.     Disposition = LIKE_EXISTING ANIMATED
  6556.   End
  6557. End
  6558.  
  6559. ; ---------------------------------------------------------------------------------------
  6560. ; The Bits that are thrown off from the damaged buildings
  6561. ObjectCreationList OCL_GBMinGate4RD2_Chunk3
  6562.   CreateObject
  6563.     ObjectNames = GBMinGate4RD2BitC
  6564.     Count = 1
  6565.     Disposition = LIKE_EXISTING ANIMATED
  6566.   End
  6567. End
  6568.  
  6569. ;----------------------------GBMinGate4-------------------------------------------------
  6570. ; The Bits that are thrown off from the damaged buildings
  6571. ;ObjectCreationList OCL_GBMinGate4D2_Chunk1
  6572. ;  CreateObject
  6573. ;    ObjectNames = GBMinGate4D2BitA
  6574. ;    Count = 1
  6575. ;    Disposition = LIKE_EXISTING ANIMATED
  6576. ;  End
  6577. ;End
  6578.  
  6579. ; ---------------------------------------------------------------------------------------
  6580. ; The Bits that are thrown off from the damaged buildings
  6581. ;ObjectCreationList OCL_GBMinGate4D2_Chunk2
  6582. ;  CreateObject
  6583. ;    ObjectNames = GBMinGate4D2BitB
  6584. ;    Count = 1
  6585. ;    Disposition =  LIKE_EXISTING ANIMATED
  6586. ;  End
  6587. ;End
  6588.  
  6589. ; ---------------------------------------------------------------------------------------
  6590. ; The Bits that are thrown off from the damaged buildings
  6591. ;ObjectCreationList OCL_GBMinGate4D2_Chunk3
  6592. ;  CreateObject
  6593. ;    ObjectNames = GBMinGate4D2BitC
  6594. ;    Count = 1
  6595. ;    Disposition =  LIKE_EXISTING ANIMATED
  6596. ;  End
  6597. ;End
  6598.  
  6599. ; ---------------------------------------------------------------------------------------
  6600. ; The Bits that are thrown off from the damaged buildings
  6601. ;ObjectCreationList OCL_GBMinGate4D2_Chunk4
  6602. ;  CreateObject
  6603. ;    ObjectNames = GBMinGate4D2BitD
  6604. ;    Count = 1
  6605. ;    Disposition =  LIKE_EXISTING ANIMATED
  6606. ;
  6607. ;  End
  6608. ;End
  6609.  
  6610.  
  6611. ;----------------------------GBMinGate4R-------------------------------------------------
  6612. ; The Bits that are thrown off from the damaged buildings
  6613. ;ObjectCreationList OCL_GBMinGate4RD2_Chunk1
  6614. ;  CreateObject
  6615. ;    ObjectNames = GBMinGate4RD2BitA
  6616. ;    Count = 1
  6617. ;    Disposition =  LIKE_EXISTING ANIMATED
  6618. ;  End
  6619. ;End
  6620.  
  6621. ; ---------------------------------------------------------------------------------------
  6622. ; The Bits that are thrown off from the damaged buildings
  6623. ;ObjectCreationList OCL_GBMinGate4RD2_Chunk2
  6624. ;  CreateObject
  6625. ;    ObjectNames = GBMinGate4RD2BitB
  6626. ;    Count = 1
  6627. ;    Disposition =  LIKE_EXISTING ANIMATED
  6628. ;  End
  6629. ;End
  6630.  
  6631. ; ---------------------------------------------------------------------------------------
  6632. ; The Bits that are thrown off from the damaged buildings
  6633. ;ObjectCreationList OCL_GBMinGate4RD2_Chunk3
  6634. ;  CreateObject
  6635. ;    ObjectNames = GBMinGate4RD2BitC
  6636. ;    Count = 1
  6637. ;    Disposition =  LIKE_EXISTING ANIMATED
  6638. ; End
  6639. ;End
  6640.  
  6641. ; ---------------------------------------------------------------------------------------
  6642. ; The Bits that are thrown off from the damaged buildings
  6643. ObjectCreationList OCL_GBMinGate4RD2_Chunk4
  6644.   CreateObject
  6645.     ObjectNames = GBMinGate4RD2BitD
  6646.     Count = 1
  6647.     Disposition = LIKE_EXISTING ANIMATED
  6648.   End
  6649. End
  6650.  
  6651. ;----------------------------GBMinGate7-------------------------------------------------
  6652. ; The Bits that are thrown off from the damaged buildings
  6653. ObjectCreationList OCL_GBMinGate7D2_Chunk1
  6654.   CreateObject
  6655.     ObjectNames = GBMinGate7D2BitA
  6656.     Count = 1
  6657.     Disposition = LIKE_EXISTING ANIMATED
  6658.   End
  6659. End
  6660.  
  6661. ; ---------------------------------------------------------------------------------------
  6662. ; The Bits that are thrown off from the damaged buildings
  6663. ObjectCreationList OCL_GBMinGate7D2_Chunk2
  6664.   CreateObject
  6665.     ObjectNames = GBMinGate7D2BitB
  6666.     Count = 1
  6667.     Disposition = LIKE_EXISTING ANIMATED
  6668.   End
  6669. End
  6670.  
  6671. ; ---------------------------------------------------------------------------------------
  6672. ; The Bits that are thrown off from the damaged buildings
  6673. ObjectCreationList OCL_GBMinGate7D2_Chunk3
  6674.   CreateObject
  6675.     ObjectNames = GBMinGate7D2BitC
  6676.     Count = 1
  6677.     Disposition = LIKE_EXISTING ANIMATED
  6678.   End
  6679. End
  6680.  
  6681. ; ---------------------------------------------------------------------------------------
  6682. ; The Bits that are thrown off from the damaged buildings
  6683. ObjectCreationList OCL_GBMinGate7D2_Chunk4
  6684.   CreateObject
  6685.     ObjectNames = GBMinGate7D2BitD
  6686.     Count = 1
  6687.     Disposition = LIKE_EXISTING ANIMATED
  6688.   End
  6689. End
  6690.  
  6691. ;----------------------------GBMinGate8-------------------------------------------------
  6692. ; The Bits that are thrown off from the damaged buildings
  6693. ObjectCreationList OCL_GBMinGate8D2_Chunk1
  6694.   CreateObject
  6695.     ObjectNames = GBMinGate8D2BitA
  6696.     Count = 1
  6697.     Disposition = LIKE_EXISTING ANIMATED
  6698.   End
  6699. End
  6700.  
  6701. ; ---------------------------------------------------------------------------------------
  6702. ; The Bits that are thrown off from the damaged buildings
  6703. ObjectCreationList OCL_GBMinGate8D2_Chunk2
  6704.   CreateObject
  6705.     ObjectNames = GBMinGate8D2BitB
  6706.     Count = 1
  6707.     Disposition = LIKE_EXISTING ANIMATED
  6708.   End
  6709. End
  6710.  
  6711. ; ---------------------------------------------------------------------------------------
  6712. ; The Bits that are thrown off from the damaged buildings
  6713. ObjectCreationList OCL_GBMinGate8D2_Chunk3
  6714.   CreateObject
  6715.     ObjectNames = GBMinGate8D2BitC
  6716.     Count = 1
  6717.     Disposition = LIKE_EXISTING ANIMATED
  6718.   End
  6719. End
  6720.  
  6721. ; ---------------------------------------------------------------------------------------
  6722. ; The Bits that are thrown off from the damaged buildings
  6723. ObjectCreationList OCL_GBMinGate8D2_Chunk4
  6724.   CreateObject
  6725.     ObjectNames = GBMinGate8D2BitD
  6726.     Count = 1
  6727.     Disposition = LIKE_EXISTING ANIMATED
  6728.   End
  6729. End
  6730.  
  6731. ;----------------------------MBSlaughterHouse--------------------------------------------
  6732. ; The Bits that are thrown off from the damaged buildings
  6733. ObjectCreationList OCL_MBSlaughterHouse_Chunk1
  6734.   CreateObject
  6735.     ObjectNames = BuildingMBSltrHsBitA
  6736.     Offset =X:-34.06 Y:-82.91 Z:9.03
  6737.     Count = 1
  6738.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6739.     DispositionIntensity = 6.0
  6740.     VelocityScale = 2.0
  6741.   End
  6742. End
  6743.  
  6744. ; ---------------------------------------------------------------------------------------
  6745. ; The Bits that are thrown off from the damaged buildings
  6746. ObjectCreationList OCL_MBSlaughterHouse_Chunk2
  6747.   CreateObject
  6748.     ObjectNames = BuildingMBSltrHsBitB
  6749.     Offset =X:-56.782 Y:-8.599 Z:43.88
  6750.     Count = 1
  6751.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6752.     DispositionIntensity = 6.0
  6753.     VelocityScale = 2.0
  6754.   End
  6755. End
  6756.  
  6757. ; ---------------------------------------------------------------------------------------
  6758. ; The Bits that are thrown off from the damaged buildings
  6759. ObjectCreationList OCL_MBSlaughterHouse_Chunk3
  6760.   CreateObject
  6761.     ObjectNames = BuildingMBSltrHsBitC
  6762.     Offset =X:22.27 Y:63.083 Z:43.125
  6763.     Count = 1
  6764.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6765.     DispositionIntensity = 6.0
  6766.     VelocityScale = 2.0
  6767.   End
  6768. End
  6769.  
  6770. ; ---------------------------------------------------------------------------------------
  6771. ; The Bits that are thrown off from the damaged buildings
  6772. ObjectCreationList OCL_MBSlaughterHouse_Chunk4
  6773.   CreateObject
  6774.     ObjectNames = BuildingMBSltrHsBitD
  6775.     Offset =X:-8.427 Y:-0.189 Z:32.463
  6776.     Count = 1
  6777.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6778.     DispositionIntensity = 6.0
  6779.     VelocityScale = 2.0
  6780.   End
  6781. End
  6782.  
  6783. ;----------------------------MBOrcPit--------------------------------------------
  6784. ; The Bits that are thrown off from the damaged buildings
  6785. ObjectCreationList OCL_MBOrcPit_Chunk1
  6786.   CreateObject
  6787.     ObjectNames = BuildingMBOrcpitBitA
  6788.     Offset =X:-22.76 Y:-24.212 Z:5.108
  6789.     Count = 1
  6790.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6791.     DispositionIntensity = 6.0
  6792.     VelocityScale = 2.0
  6793.   End
  6794. End
  6795.  
  6796. ; ---------------------------------------------------------------------------------------
  6797. ; The Bits that are thrown off from the damaged buildings
  6798. ObjectCreationList OCL_MBOrcPit_Chunk2
  6799.   CreateObject
  6800.     ObjectNames = BuildingMBOrcpitBitB
  6801.     Offset =X:-44.319 Y:23.661 Z:9.175
  6802.     Count = 1
  6803.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6804.     DispositionIntensity = 6.0
  6805.     VelocityScale = 2.0
  6806.   End
  6807. End
  6808.  
  6809. ; ---------------------------------------------------------------------------------------
  6810. ; The Bits that are thrown off from the damaged buildings
  6811. ObjectCreationList OCL_MBOrcPit_Chunk3
  6812.   CreateObject
  6813.     ObjectNames = BuildingMBOrcpitBitC
  6814.     Offset =X:10.168 Y:44.815 Z:8.282
  6815.     Count = 1
  6816.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6817.     DispositionIntensity = 6.0
  6818.     VelocityScale = 2.0
  6819.   End
  6820. End
  6821.  
  6822. ; ---------------------------------------------------------------------------------------
  6823. ; The Bits that are thrown off from the damaged buildings
  6824. ObjectCreationList OCL_MBOrcPit_Chunk4
  6825.   CreateObject
  6826.     ObjectNames = BuildingMBOrcpitBitD
  6827.     Offset =X:40.851 Y:-1.848 Z:12.509
  6828.     Count = 1
  6829.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6830.     DispositionIntensity = 6.0
  6831.     VelocityScale = 2.0
  6832.   End
  6833. End
  6834.  
  6835.  
  6836. ;----------------------------MBHrdPlc----------------------------------------------------
  6837. ; The Bits that are thrown off from the damaged buildings
  6838. ObjectCreationList OCL_MBHardPalace_Chunk1
  6839.   CreateObject
  6840.     ObjectNames = BuildingMBHrdPlcBitA
  6841.     Offset =X:-1.184 Y:-31.243 Z:23.073
  6842.     Count = 1
  6843.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6844.     DispositionIntensity = 6.0
  6845.     VelocityScale = 2.0
  6846.   End
  6847. End
  6848.  
  6849. ; ---------------------------------------------------------------------------------------
  6850. ; The Bits that are thrown off from the damaged buildings
  6851. ObjectCreationList OCL_MBHardPalace_Chunk2
  6852.   CreateObject
  6853.     ObjectNames = BuildingMBHrdPlcBitB
  6854.     Offset =X:-19.139 Y:6.791 Z:30.291
  6855.     Count = 1
  6856.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6857.     DispositionIntensity = 6.0
  6858.     VelocityScale = 2.0
  6859.   End
  6860. End
  6861.  
  6862. ; ---------------------------------------------------------------------------------------
  6863. ; The Bits that are thrown off from the damaged buildings
  6864. ObjectCreationList OCL_MBHardPalace_Chunk3
  6865.   CreateObject
  6866.     ObjectNames = BuildingMBHrdPlcBitC
  6867.     Offset =X:-1.184 Y:29.601 Z:22.836
  6868.     Count = 1
  6869.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6870.     DispositionIntensity = 6.0
  6871.     VelocityScale = 2.0
  6872.   End
  6873. End
  6874.  
  6875. ; ---------------------------------------------------------------------------------------
  6876. ; The Bits that are thrown off from the damaged buildings
  6877. ObjectCreationList OCL_MBHardPalace_Chunk4
  6878.   CreateObject
  6879.     ObjectNames = BuildingMBHrdPlcBitD
  6880.     Offset =X:19.446 Y:-0.039 Z:32.545
  6881.     Count = 1
  6882.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6883.     DispositionIntensity = 6.0
  6884.     VelocityScale = 2.0
  6885.   End
  6886. End
  6887.  
  6888.  
  6889. ;----------------------------MBTrollPit----------------------------------------------------
  6890. ; The Bits that are thrown off from the damaged buildings
  6891. ObjectCreationList OCL_MBTrollPit_Chunk1
  6892.   CreateObject
  6893.     ObjectNames = BuildingMBTrollPitBitA
  6894.     Offset =X:-4.904 Y:-38.85 Z:18.256
  6895.     Count = 1
  6896.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6897.     DispositionIntensity = 6.0
  6898.     VelocityScale = 2.0
  6899.   End
  6900. End
  6901.  
  6902. ; ---------------------------------------------------------------------------------------
  6903. ; The Bits that are thrown off from the damaged buildings
  6904. ObjectCreationList OCL_MBTrollPit_Chunk2
  6905.   CreateObject
  6906.     ObjectNames = BuildingMBTrollPitBitB
  6907.     Offset =X:-40.507 Y:-2.214 Z:19.625
  6908.     Count = 1
  6909.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6910.     DispositionIntensity = 6.0
  6911.     VelocityScale = 2.0
  6912.   End
  6913. End
  6914.  
  6915. ; ---------------------------------------------------------------------------------------
  6916. ; The Bits that are thrown off from the damaged buildings
  6917. ObjectCreationList OCL_MBTrollPit_Chunk3
  6918.   CreateObject
  6919.     ObjectNames = BuildingMBTrollPitBitC
  6920.     Offset =X:47.007 Y:40.457 Z:23.067
  6921.     Count = 1
  6922.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6923.     DispositionIntensity = 6.0
  6924.     VelocityScale = 2.0
  6925.   End
  6926. End
  6927.  
  6928. ; ---------------------------------------------------------------------------------------
  6929. ; The Bits that are thrown off from the damaged buildings
  6930. ObjectCreationList OCL_MBTrollPit_Chunk4
  6931.   CreateObject
  6932.     ObjectNames = BuildingMBTrollPitBitD
  6933.     Offset =X:68.435 Y:-15.327 Z:24.944
  6934.     Count = 1
  6935.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6936.     DispositionIntensity = 6.0
  6937.     VelocityScale = 2.0
  6938.   End
  6939. End
  6940.  
  6941. ; ---------------------------------------------------------------------------------------
  6942. ; The Bits that are thrown off from the damaged buildings
  6943. ObjectCreationList OCL_EntRockPieces
  6944.   CreateObject
  6945.     ObjectNames = RUEntRockD1A
  6946.     Offset = X:4.089    Y:-2.005    Z:3.137
  6947.     Count = 1
  6948.     Disposition =  SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6949.     DispositionIntensity = 15.0
  6950.     VelocityScale = 2.0
  6951.   End
  6952.   CreateObject
  6953.     ObjectNames = RUEntRockD1B
  6954.     Offset = X:-3.105    Y:3.498        Z:0.042
  6955.     Count = 1
  6956.     Disposition =  SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6957.     DispositionIntensity = 15.0
  6958.     VelocityScale = 2.0
  6959.   End
  6960.   CreateObject
  6961.     ObjectNames = RUEntRockD1C
  6962.     Offset = X:5.443    Y:-3.682    Z:-3.787
  6963.     Count = 1
  6964.     Disposition =  SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6965.     DispositionIntensity = 15.0
  6966.     VelocityScale = 2.0
  6967.   End
  6968.   CreateObject
  6969.     ObjectNames = RUEntRockD1D
  6970.     Offset = X:-1.449    Y:0.695        Z:-3.392
  6971.     Count = 1
  6972.     Disposition =  SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  6973.     DispositionIntensity = 15.0
  6974.     VelocityScale = 2.0
  6975.   End
  6976. End
  6977.  
  6978. ; ---------------------------------------------------------------------------------------
  6979. ;
  6980. ObjectCreationList OCL_TrebuchetUpgrade
  6981.     CreateObject
  6982.         ObjectNames    = GondorTrebuchetWall
  6983.         Offset        = X:0.0 Y:0.0 Z:52.0
  6984.         Count        = 1
  6985.         Disposition = LIKE_EXISTING
  6986.         IgnoreCommandPointLimit = Yes
  6987.         IssueMoveAfterCreation = No
  6988.         OrientInPrimaryDirection = Yes
  6989.         OrientationOffset = 0
  6990.     End
  6991. End
  6992.  
  6993. ; ---------------------------------------------------------------------------------------
  6994. ;
  6995. ObjectCreationList OCL_DwarvenCatapultUpgrade
  6996.     CreateObject
  6997.         ObjectNames    = DwarvenCatapultFortress
  6998.         Offset        = X:0.0 Y:0.0 Z:52.0
  6999.         Count        = 1
  7000.         Disposition = LIKE_EXISTING
  7001.         IgnoreCommandPointLimit = Yes
  7002.     End
  7003. End
  7004.  
  7005. ; ---------------------------------------------------------------------------------------
  7006. ;
  7007. ObjectCreationList OCL_DolGuldurCatapultUpgrade
  7008.     CreateObject
  7009.         ObjectNames    = MordorFortressCatapult
  7010.         Offset        = X:0.0 Y:0.0 Z:52.0
  7011.         Count        = 1
  7012.         Disposition = LIKE_EXISTING
  7013.         IgnoreCommandPointLimit = Yes
  7014.     End
  7015. End
  7016.  
  7017. ; ---------------------------------------------------------------------------------------
  7018. ;
  7019. ObjectCreationList OCL_MinisWallBTTrebuchetUpgrade
  7020.   CreateObject
  7021.     ObjectNames        = GondorTrebuchetWall
  7022.     Offset            = X:1.5 Y:0.0 Z:148.0
  7023.     Count            = 1
  7024.     Disposition        = LIKE_EXISTING
  7025.     ParticleSystem    = SiegeTowerDeathDebrisInitial_N
  7026.     IgnoreCommandPointLimit = Yes
  7027.   End
  7028. End
  7029.  
  7030.  
  7031. ;----------------------------RBWatchTow----------------------------------------------------
  7032. ; The Bits that are thrown off from the damaged buildings
  7033. ObjectCreationList OCL_RBWATCHTOW_Chunk1
  7034.   CreateObject
  7035.     ObjectNames = BuildingRBWATCHTOWBitA
  7036.     Offset =X:-8.63 Y:3.7 Z:82.82
  7037.     Count = 1
  7038.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7039.     DispositionIntensity = 6.0
  7040.     VelocityScale = 2.0
  7041.   End
  7042. End
  7043.  
  7044. ; ---------------------------------------------------------------------------------------
  7045. ; The Bits that are thrown off from the damaged buildings
  7046. ObjectCreationList OCL_RBWATCHTOW_Chunk2
  7047.   CreateObject
  7048.     ObjectNames = BuildingRBWATCHTOWBitB
  7049.     Offset =X:4.95 Y:1.78 Z:44.98
  7050.     Count = 1
  7051.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7052.     DispositionIntensity = 6.0
  7053.     VelocityScale = 2.0
  7054.   End
  7055. End
  7056.  
  7057. ; ---------------------------------------------------------------------------------------
  7058. ; The Bits that are thrown off from the damaged buildings
  7059. ObjectCreationList OCL_RBWATCHTOW_Chunk3
  7060.   CreateObject
  7061.     ObjectNames = BuildingRBWATCHTOWBitC
  7062.     Offset =X:-4.12 Y:-9.64 Z:27.06
  7063.     Count = 1
  7064.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7065.     DispositionIntensity = 6.0
  7066.     VelocityScale = 2.0
  7067.   End
  7068. End
  7069.  
  7070. ; ---------------------------------------------------------------------------------------
  7071. ; The Bits that are thrown off from the damaged buildings
  7072. ObjectCreationList OCL_RBWATCHTOW_Chunk4
  7073.   CreateObject
  7074.     ObjectNames = BuildingRBWATCHTOWBitD
  7075.     Offset =X:6.28 Y:-8.85 Z:56.55
  7076.     Count = 1
  7077.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7078.     DispositionIntensity = 6.0
  7079.     VelocityScale = 2.0
  7080.   End
  7081. End
  7082.  
  7083. ;----------------------------RBArchRnge----------------------------------------------------
  7084. ; The Bits that are thrown off from the damaged buildings
  7085. ObjectCreationList OCL_RBArchRnge_Chunk1
  7086.   CreateObject
  7087.     ObjectNames = BuildingRBArchRngeBitA
  7088.     Offset =X:31.44 Y:-13.92 Z:38.22
  7089.     Count = 1
  7090.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7091.     DispositionIntensity = 6.0
  7092.     VelocityScale = 2.0
  7093.   End
  7094. End
  7095.  
  7096. ; ---------------------------------------------------------------------------------------
  7097. ; The Bits that are thrown off from the damaged buildings
  7098. ObjectCreationList OCL_RBArchRnge_Chunk2
  7099.   CreateObject
  7100.     ObjectNames = BuildingRBArchRngeBitB
  7101.     Offset =X:27.46 Y:33.96 Z:52.32
  7102.     Count = 1
  7103.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7104.     DispositionIntensity = 6.0
  7105.     VelocityScale = 2.0
  7106.   End
  7107. End
  7108.  
  7109. ; ---------------------------------------------------------------------------------------
  7110. ; The Bits that are thrown off from the damaged buildings
  7111. ObjectCreationList OCL_RBArchRnge_Chunk3
  7112.   CreateObject
  7113.     ObjectNames = BuildingRBArchRngeBitC
  7114.     Offset =X:40.31 Y:46.1 Z:54.17
  7115.     Count = 1
  7116.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7117.     DispositionIntensity = 6.0
  7118.     VelocityScale = 2.0
  7119.   End
  7120. End
  7121.  
  7122. ; ---------------------------------------------------------------------------------------
  7123. ; The Bits that are thrown off from the damaged buildings
  7124. ObjectCreationList OCL_RBArchRnge_Chunk4
  7125.   CreateObject
  7126.     ObjectNames = BuildingRBArchRngeBitD
  7127.     Offset =X:-23.37 Y:40.11 Z:32.17
  7128.     Count = 1
  7129.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7130.     DispositionIntensity = 6.0
  7131.     VelocityScale = 2.0
  7132.   End
  7133. End
  7134.  
  7135.  
  7136. ;----------------------------Furnace--------------------------------------------
  7137. ; The Bits that are thrown off from the damaged buildings
  7138. ObjectCreationList OCL_Furnace_Chunk1
  7139.   CreateObject
  7140.     ObjectNames = BuildingFurnaceBitA
  7141.     Offset =X:6.63 Y:-10.38 Z:77.455
  7142.     Count = 1
  7143.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7144.     DispositionIntensity = 6.0
  7145.     VelocityScale = 2.0
  7146.   End
  7147. End
  7148.  
  7149. ; ---------------------------------------------------------------------------------------
  7150. ; The Bits that are thrown off from the damaged buildings
  7151. ObjectCreationList OCL_Furnace_Chunk2
  7152.   CreateObject
  7153.     ObjectNames = BuildingFurnaceBitB
  7154.     Offset =X:-21.36 Y:7.014 Z:39.72
  7155.     Count = 1
  7156.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7157.     DispositionIntensity = 6.0
  7158.     VelocityScale = 2.0
  7159.   End
  7160. End
  7161.  
  7162. ; ---------------------------------------------------------------------------------------
  7163. ; The Bits that are thrown off from the damaged buildings
  7164. ObjectCreationList OCL_Furnace_Chunk3
  7165.   CreateObject
  7166.     ObjectNames = BuildingFurnaceBitC
  7167.     Offset =X:2.311 Y:-51.603 Z:19.643
  7168.     Count = 1
  7169.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7170.     DispositionIntensity = 6.0
  7171.     VelocityScale = 2.0
  7172.   End
  7173. End
  7174.  
  7175. ; ---------------------------------------------------------------------------------------
  7176. ; The Bits that are thrown off from the damaged buildings
  7177. ObjectCreationList OCL_Furnace_Chunk4
  7178.   CreateObject
  7179.     ObjectNames = BuildingFurnaceBitD
  7180.     Offset =X:3.65 Y:9.18 Z:71.89
  7181.     Count = 1
  7182.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7183.     DispositionIntensity = 6.0
  7184.     VelocityScale = 2.0
  7185.   End
  7186. End
  7187.  
  7188.  
  7189. ;----------------------------LumberMill--------------------------------------------
  7190. ; The Bits that are thrown off from the damaged buildings
  7191. ObjectCreationList OCL_MBLumMill_Chunk1
  7192.   CreateObject
  7193.     ObjectNames = BuildingMBLumMillBitA
  7194.     Offset =X:-48.154 Y:15.395 Z:17.557
  7195.     Count = 1
  7196.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7197.     DispositionIntensity = 6.0
  7198.     VelocityScale = 2.0
  7199.   End
  7200. End
  7201.  
  7202. ; ---------------------------------------------------------------------------------------
  7203. ; The Bits that are thrown off from the damaged buildings
  7204. ObjectCreationList OCL_MBLumMill_Chunk2
  7205.   CreateObject
  7206.     ObjectNames = BuildingMBLumMillBitB
  7207.     Offset =X:-39.675 Y:43.845 Z:18.116
  7208.     Count = 1
  7209.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7210.     DispositionIntensity = 6.0
  7211.     VelocityScale = 2.0
  7212.   End
  7213. End
  7214.  
  7215. ; ---------------------------------------------------------------------------------------
  7216. ; The Bits that are thrown off from the damaged buildings
  7217. ObjectCreationList OCL_MBLumMill_Chunk3
  7218.   CreateObject
  7219.     ObjectNames = BuildingMBLumMillBitC
  7220.     Offset =X:-31.18 Y:11.018 Z:33.818
  7221.     Count = 1
  7222.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7223.     DispositionIntensity = 6.0
  7224.     VelocityScale = 2.0
  7225.   End
  7226. End
  7227.  
  7228. ; ---------------------------------------------------------------------------------------
  7229. ; The Bits that are thrown off from the damaged buildings
  7230. ObjectCreationList OCL_MBLumMill_Chunk4
  7231.   CreateObject
  7232.     ObjectNames = BuildingMBLumMillBitD
  7233.     Offset =X:-38.352 Y:-18.501 Z:29.734
  7234.     Count = 1
  7235.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7236.     DispositionIntensity = 6.0
  7237.     VelocityScale = 2.0
  7238.   End
  7239. End
  7240.  
  7241. ;----------------------------IsengardArmory--------------------------------------------
  7242. ; The Bits that are thrown off from the damaged buildings
  7243. ObjectCreationList OCL_IBArmory_Chunk1
  7244.   CreateObject
  7245.     ObjectNames = BuildingIBArmoryBitA
  7246.     Offset =X:-0.752 Y:-38.687 Z:53.409
  7247.     Count = 1
  7248.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7249.     DispositionIntensity = 6.0
  7250.     VelocityScale = 2.0
  7251.   End
  7252. End
  7253.  
  7254. ; ---------------------------------------------------------------------------------------
  7255. ; The Bits that are thrown off from the damaged buildings
  7256. ObjectCreationList OCL_IBArmory_Chunk2
  7257.   CreateObject
  7258.     ObjectNames = BuildingIBArmoryBitB
  7259.     Offset =X:-17.288 Y:6.647 Z:25.519
  7260.     Count = 1
  7261.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7262.     DispositionIntensity = 6.0
  7263.     VelocityScale = 2.0
  7264.   End
  7265. End
  7266.  
  7267. ; ---------------------------------------------------------------------------------------
  7268. ; The Bits that are thrown off from the damaged buildings
  7269. ObjectCreationList OCL_IBArmory_Chunk3
  7270.   CreateObject
  7271.     ObjectNames = BuildingIBArmoryBitC
  7272.     Offset =X:-7.976 Y:40.543 Z:26.022
  7273.     Count = 1
  7274.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7275.     DispositionIntensity = 6.0
  7276.     VelocityScale = 2.0
  7277.   End
  7278. End
  7279.  
  7280. ; ---------------------------------------------------------------------------------------
  7281. ; The Bits that are thrown off from the damaged buildings
  7282. ObjectCreationList OCL_IBArmory_Chunk4
  7283.   CreateObject
  7284.     ObjectNames = BuildingIBArmoryBitD
  7285.     Offset =X:21.38 Y:-30.771 Z:32.799
  7286.     Count = 1
  7287.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7288.     DispositionIntensity = 6.0
  7289.     VelocityScale = 2.0
  7290.   End
  7291. End
  7292.  
  7293.  
  7294. ;----------------------------IsengardWargpit--------------------------------------------
  7295. ; The Bits that are thrown off from the damaged buildings
  7296. ObjectCreationList OCL_IBWargPit_Chunk1
  7297.   CreateObject
  7298.     ObjectNames = BuildingIBWargPitBitA
  7299.     Offset =X:26.983 Y:26.903 Z:13.466
  7300.     Count = 1
  7301.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7302.     DispositionIntensity = 6.0
  7303.     VelocityScale = 2.0
  7304.   End
  7305. End
  7306.  
  7307. ; ---------------------------------------------------------------------------------------
  7308. ; The Bits that are thrown off from the damaged buildings
  7309. ObjectCreationList OCL_IBWargPit_Chunk2
  7310.   CreateObject
  7311.     ObjectNames = BuildingIBWargPitBitB
  7312.     Offset =X:-31.512 Y:-11.189 Z:13.466
  7313.     Count = 1
  7314.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7315.     DispositionIntensity = 6.0
  7316.     VelocityScale = 2.0
  7317.   End
  7318. End
  7319.  
  7320. ; ---------------------------------------------------------------------------------------
  7321. ; The Bits that are thrown off from the damaged buildings
  7322. ObjectCreationList OCL_IBWargPit_Chunk3
  7323.   CreateObject
  7324.     ObjectNames = BuildingIBWargPitBitC
  7325.     Offset =X:-6.848 Y:-36.941 Z:34.921
  7326.     Count = 1
  7327.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7328.     DispositionIntensity = 6.0
  7329.     VelocityScale = 2.0
  7330.   End
  7331. End
  7332.  
  7333. ; ---------------------------------------------------------------------------------------
  7334. ; The Bits that are thrown off from the damaged buildings
  7335. ObjectCreationList OCL_IBWargPit_Chunk4
  7336.   CreateObject
  7337.     ObjectNames = BuildingIBWargPitBitD
  7338.     Offset =X:-17.465 Y:39.136 Z:13.466
  7339.     Count = 1
  7340.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7341.     DispositionIntensity = 6.0
  7342.     VelocityScale = 2.0
  7343.   End
  7344. End
  7345.  
  7346.  
  7347. ;----------------------------IsengardUrukpit--------------------------------------------
  7348. ; The Bits that are thrown off from the damaged buildings
  7349. ObjectCreationList OCL_IBUrukPit_Chunk1
  7350.   CreateObject
  7351.     ObjectNames = BuildingIBUrukPitBitA
  7352.     Offset =X:-15.705 Y:6.34 Z:35.025
  7353.     Count = 1
  7354.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7355.     DispositionIntensity = 6.0
  7356.     VelocityScale = 2.0
  7357.   End
  7358. End
  7359.  
  7360. ; ---------------------------------------------------------------------------------------
  7361. ; The Bits that are thrown off from the damaged buildings
  7362. ObjectCreationList OCL_IBUrukPit_Chunk2
  7363.   CreateObject
  7364.     ObjectNames = BuildingIBUrukPitBitB
  7365.     Offset =X:-22.662 Y:-16.916 Z:19.515
  7366.     Count = 1
  7367.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7368.     DispositionIntensity = 6.0
  7369.     VelocityScale = 2.0
  7370.   End
  7371. End
  7372.  
  7373. ; ---------------------------------------------------------------------------------------
  7374. ; The Bits that are thrown off from the damaged buildings
  7375. ObjectCreationList OCL_IBUrukPit_Chunk3
  7376.   CreateObject
  7377.     ObjectNames = BuildingIBUrukPitBitC
  7378.     Offset =X:14.557 Y:12.662 Z:29.136
  7379.     Count = 1
  7380.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7381.     DispositionIntensity = 6.0
  7382.     VelocityScale = 2.0
  7383.   End
  7384. End
  7385.  
  7386. ; ---------------------------------------------------------------------------------------
  7387. ; The Bits that are thrown off from the damaged buildings
  7388. ObjectCreationList OCL_IBUrukPit_Chunk4
  7389.   CreateObject
  7390.     ObjectNames = BuildingIBUrukPitBitDh
  7391.     Offset =X:-16.849 Y:21.709 Z:38.677
  7392.     Count = 1
  7393.     Disposition = SEND_IT_FLYING BUILDING_CHUNKS LIKE_EXISTING
  7394.     DispositionIntensity = 6.0
  7395.     VelocityScale = 2.0
  7396.   End
  7397. End
  7398.  
  7399.  
  7400.  
  7401.  
  7402. ; ---------------------------------------------------------------------------------------
  7403. ; Create GondorFighter out of thin air. Used by the webbed humanoid system when freed.
  7404. ObjectCreationList OCL_CreateGondorFighter
  7405.     CreateObject
  7406.         ObjectNames = GondorFighter
  7407.         Count        = 1
  7408.         Disposition    = LIKE_EXISTING
  7409.         RequiresLivePlayer = Yes
  7410.         IgnoreCommandPointLimit = Yes
  7411.         InheritScriptingName = Yes
  7412.     End
  7413. End
  7414.  
  7415. ; ---------------------------------------------------------------------------------------
  7416. ; Create GondorArcher out of thin air. Used by the webbed humanoid system when freed.
  7417. ObjectCreationList OCL_CreateGondorArcher
  7418.     CreateObject
  7419.         ObjectNames = GondorArcher
  7420.         Count        = 1
  7421.         Disposition    = LIKE_EXISTING
  7422.         RequiresLivePlayer = Yes
  7423.         IgnoreCommandPointLimit = Yes
  7424.         InheritScriptingName = Yes
  7425.     End
  7426. End
  7427.  
  7428. ; ---------------------------------------------------------------------------------------
  7429. ; Create Elven Porter out of thin air. Used by the webbed humanoid system when freed.
  7430. ObjectCreationList OCL_CreateElvenPorter
  7431.     CreateObject
  7432.         ObjectNames = ElvenPorter
  7433.         Count        = 1
  7434.         Disposition    = LIKE_EXISTING
  7435.         RequiresLivePlayer = Yes
  7436.         IgnoreCommandPointLimit = Yes
  7437.         InheritScriptingName = Yes
  7438.     End
  7439. End
  7440.  
  7441. ; ---------------------------------------------------------------------------------------
  7442. ; Create MordorFighter out of thin air. Used by the webbed humanoid system when freed.
  7443. ObjectCreationList OCL_CreateMordorFighter
  7444.     CreateObject
  7445.         ObjectNames = MordorFighter
  7446.         Count        = 1
  7447.         Disposition    = LIKE_EXISTING
  7448.         RequiresLivePlayer = Yes
  7449.         IgnoreCommandPointLimit = Yes
  7450.         InheritScriptingName = Yes
  7451.     End
  7452. End
  7453.  
  7454. ; ---------------------------------------------------------------------------------------
  7455. ; Create MordorArcher out of thin air. Used by the webbed humanoid system when freed.
  7456. ObjectCreationList OCL_CreateMordorArcher
  7457.     CreateObject
  7458.         ObjectNames = MordorArcher
  7459.         Count        = 1
  7460.         Disposition    = LIKE_EXISTING
  7461.         RequiresLivePlayer = Yes
  7462.         IgnoreCommandPointLimit = Yes
  7463.         InheritScriptingName = Yes
  7464.     End
  7465. End
  7466.  
  7467. ; ---------------------------------------------------------------------------------------
  7468. ; Create IsengardBeserker out of thin air. Used by the webbed humanoid system when freed.
  7469. ObjectCreationList OCL_CreateIsengardBeserker
  7470.     CreateObject
  7471.         ObjectNames = IsengardBeserker
  7472.         Count        = 1
  7473.         Disposition    = LIKE_EXISTING
  7474.         RequiresLivePlayer = Yes
  7475.         IgnoreCommandPointLimit = Yes
  7476.         InheritScriptingName = Yes
  7477.     End
  7478. End
  7479.  
  7480. ; ---------------------------------------------------------------------------------------
  7481. ObjectCreationList OCL_SpellBookWildMenAllies
  7482.     CreateObject
  7483.         ObjectNames = WildMenAlliesSummonEgg
  7484.         IgnoreCommandPointLimit = Yes
  7485.         Disposition = LIKE_EXISTING
  7486.     End
  7487. End
  7488.  
  7489. ObjectCreationList OCL_SpawnWildMenAllies
  7490.     CreateObject
  7491.         ObjectNames = IsengardWildmanHorde_Summoned
  7492.         Count = 4
  7493.         FadeIn = Yes
  7494.         FadeTime = 8000
  7495.         IgnoreCommandPointLimit = Yes
  7496.         Disposition = SPAWN_AROUND
  7497.         DispositionAngle = 72    ;SpawnAround uses this as the arc between guys
  7498.         DispositionIntensity = 200 ; and this for distance from center
  7499.     End
  7500. End
  7501.  
  7502. ; ---------------------------------------------------------------------------------------
  7503. ; Create Tom Bombadil
  7504. ObjectCreationList OCL_SpawnTomBombadilEgg
  7505.     CreateObject
  7506.         ObjectNames                = TomBombadilSummonEgg
  7507.         IgnoreCommandPointLimit = Yes
  7508.         Disposition                = LIKE_EXISTING
  7509.     End
  7510. End
  7511.  
  7512. ; ---------------------------------------------------------------------------------------
  7513. ; Create A bunch of Gondor Rangers out of thin air. 
  7514. ObjectCreationList OCL_SpawnTomBombadil
  7515.     CreateObject
  7516.         ObjectNames                    = TomBombadil_Summoned
  7517.         Count                        = 1
  7518.         FadeIn                        = Yes
  7519.         FadeTime                    = 4000
  7520.         IgnoreCommandPointLimit        = Yes
  7521.         Disposition                    = LIKE_EXISTING
  7522.         DispositionAngle            = 120    ;SpawnAround uses this as the arc between guys
  7523.         DispositionIntensity        = 200 ; and this for distance from center
  7524.     End
  7525. End
  7526.     
  7527. ; ---------------------------------------------------------------------------------------
  7528. ; Create A bunch of Gondor Rangers out of thin air. 
  7529. ObjectCreationList OCL_SpawnGondorRangersEgg
  7530.     CreateObject
  7531.         ObjectNames = GondorRangersSummonEgg
  7532.         IgnoreCommandPointLimit = Yes
  7533.         Disposition = LIKE_EXISTING
  7534.     End
  7535. End
  7536.  
  7537. ; ---------------------------------------------------------------------------------------
  7538. ; Create A bunch of Gondor Rangers out of thin air. 
  7539. ObjectCreationList OCL_SpawnGondorRangers
  7540.     CreateObject
  7541.         ObjectNames = GondorRangerHorde
  7542.         Count = 1
  7543.         FadeIn = Yes
  7544.         FadeTime = 8000
  7545.         IgnoreCommandPointLimit = Yes
  7546.         Disposition = LIKE_EXISTING
  7547.         DispositionAngle = 120    ;SpawnAround uses this as the arc between guys
  7548.         DispositionIntensity = 200 ; and this for distance from center
  7549.     End
  7550. End
  7551.  
  7552. ; ---------------------------------------------------------------------------------------
  7553. ; Create A bunch of Elves out of thin air. 
  7554. ObjectCreationList OCL_SpawnElvenWarriors
  7555.     CreateObject
  7556.         ObjectNames = RohanElvenWarriorHorde_Summoned
  7557.         Count = 3
  7558.         FadeIn = Yes
  7559.         FadeTime = 8000
  7560.         IgnoreCommandPointLimit = Yes
  7561.         Disposition = SPAWN_AROUND
  7562.         DispositionAngle = 120    ;SpawnAround uses this as the arc between guys
  7563.         DispositionIntensity = 200 ; and this for distance from center
  7564.     End
  7565. End
  7566.  
  7567. ; ---------------------------------------------------------------------------------------
  7568. ; Create A bunch of Hobbits out of thin air. 
  7569. ObjectCreationList OCL_SpawnHobbitsEgg
  7570.     CreateObject
  7571.         ObjectNames = HobbitsSummonEgg
  7572.         IgnoreCommandPointLimit = Yes
  7573.         Disposition = LIKE_EXISTING
  7574.     End
  7575. End
  7576.  
  7577. // ---------------------------------------------------------------------------------------
  7578. // Create A bunch of Hobbits out of thin air. 
  7579. ObjectCreationList OCL_SpawnHobbits
  7580.     CreateObject
  7581.         ObjectNames                = RohanHobbitFriendsHorde_Summoned
  7582.         UseJustBuiltFlag        = Yes
  7583.         Count                    = 3
  7584.         FadeIn                    = Yes
  7585.         FadeTime                = 8000
  7586.         IgnoreCommandPointLimit = Yes
  7587.         Disposition                = SPAWN_AROUND
  7588.         DispositionAngle        = 120    // SpawnAround uses this as the arc between guys
  7589.         DispositionIntensity    = 200    // and this for distance from center
  7590.     End
  7591.     CreateObject
  7592.         ObjectNames                = RohanSam_Summoned
  7593.         UseJustBuiltFlag        = Yes
  7594.         Count                    = 1
  7595.         FadeIn                    = Yes
  7596.         FadeTime                = 8000
  7597.         IgnoreCommandPointLimit = Yes        
  7598.         Offset                    = X:37 Y:-60 Z:0
  7599.         Disposition                = ABSOLUTE_ANGLE
  7600.         DispositionAngle        = 300
  7601.     End 
  7602.     CreateObject
  7603.         ObjectNames                = RohanFrodo_Summoned
  7604.         UseJustBuiltFlag        = Yes
  7605.         Count                    = 1
  7606.         FadeIn                    = Yes
  7607.         FadeTime                = 8000
  7608.         IgnoreCommandPointLimit = Yes        
  7609.         Offset                    = X:27 Y:-67 Z:0
  7610.         Disposition                = ABSOLUTE_ANGLE
  7611.         DispositionAngle        = 300
  7612.     End 
  7613.  
  7614.     CreateObject
  7615.         ObjectNames                = RohanMerry_Summoned
  7616.         UseJustBuiltFlag        = Yes
  7617.         Count                    = 1
  7618.         FadeIn                    = Yes
  7619.         FadeTime                = 8000
  7620.         IgnoreCommandPointLimit = Yes        
  7621.         Offset                    = X:-65 Y:-5 Z:0
  7622.         Disposition                = ABSOLUTE_ANGLE
  7623.         DispositionAngle        = 200
  7624.     End 
  7625.     CreateObject
  7626.         ObjectNames                = RohanPippen_Summoned
  7627.         UseJustBuiltFlag        = Yes
  7628.         Count                    = 1
  7629.         FadeIn                    = Yes
  7630.         FadeTime                = 8000
  7631.         IgnoreCommandPointLimit = Yes
  7632.         Offset                    = X:32 Y:60 Z:0        
  7633.         Disposition                = ABSOLUTE_ANGLE
  7634.         DispositionAngle        = 40
  7635.     End
  7636. End
  7637.  
  7638. ; ---------------------------------------------------------------------------------------
  7639. ; Create A bunch of Elves out of thin air. 
  7640. ObjectCreationList OCL_SpawnRohanArchers
  7641.     CreateObject
  7642.         ObjectNames = RohanArcher
  7643.         Count = 12
  7644.         SpreadFormation = Yes
  7645.         MinDistanceAFormation = 16.0
  7646.         MinDistanceBFormation = 24.0
  7647.         MaxDistanceFormation = 80.0
  7648.         FadeIn = Yes
  7649.         FadeTime = 2000
  7650.         IgnoreCommandPointLimit = Yes
  7651.     End
  7652. End
  7653.  
  7654. ; ---------------------------------------------------------------------------------------
  7655. ; Create A bunch of Rohirrim out of thin air. 
  7656. ObjectCreationList OCL_SpawnRohanRohirrim
  7657.     CreateObject
  7658.         ObjectNames = RohanRohirrimHorde_Summoned
  7659.         Count = 5
  7660.         FadeIn = Yes
  7661.         FadeTime = 8000
  7662.         IgnoreCommandPointLimit = Yes
  7663.         Disposition = SPAWN_AROUND
  7664.         DispositionAngle = 72    ;SpawnAround uses this as the arc between guys
  7665.         DispositionIntensity = 300 ; and this for distance from center
  7666.         UseJustBuiltFlag = Yes
  7667.         StartingBusyTime = 5000
  7668.     End
  7669. End
  7670.  
  7671. ; ---------------------------------------------------------------------------------------
  7672. ; Create A bunch of Rohirrim out of thin air. 
  7673. ObjectCreationList OCL_SpawnRohanRohirrimEgg
  7674.     CreateObject
  7675.         ObjectNames = SummonRohanRohirrimEgg
  7676.         IgnoreCommandPointLimit = Yes
  7677.         Disposition = LIKE_EXISTING
  7678.     End
  7679. End
  7680.  
  7681. ; ---------------------------------------------------------------------------------------
  7682. ; Create A bunch of Elves out of thin air. 
  7683. ObjectCreationList OCL_SpawnEagles
  7684.     CreateObject
  7685.         ObjectNames = GondorGwaihir_Summoned
  7686.         Count = 1
  7687.         FadeIn = Yes
  7688.         FadeTime = 2000
  7689.         IgnoreCommandPointLimit = Yes
  7690.         Disposition = LIKE_EXISTING
  7691.         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.
  7692.     End
  7693.     CreateObject
  7694.         ObjectNames = GondorGwaihir_Summoned
  7695.         Count = 1
  7696.         FadeIn = Yes
  7697.         FadeTime = 2000
  7698.         IgnoreCommandPointLimit = Yes
  7699.         Disposition = LIKE_EXISTING
  7700.         Offset = X:-15 Y:15 Z:0
  7701.     End
  7702. End
  7703.  
  7704. ; ---------------------------------------------------------------------------------------
  7705. ; Create A bunch of Ents out of thin air. 
  7706. ObjectCreationList OCL_SpawnEnts
  7707.     CreateObject
  7708.         ObjectNames = RohanEntFir_Summoned RohanEntBirch_Summoned
  7709.         Count = 4
  7710.         FadeIn = Yes
  7711.         FadeTime = 2000
  7712.         IgnoreCommandPointLimit = Yes
  7713.         Disposition = SPAWN_AROUND
  7714.         DispositionAngle = 90    ;SpawnAround uses this as the arc between guys
  7715.         DispositionIntensity = 200 ; and this for distance from center
  7716.         UseJustBuiltFlag = Yes
  7717.         StartingBusyTime = 5000
  7718.     End
  7719. End
  7720.  
  7721. ; ---------------------------------------------------------------------------------------
  7722. ; Oathbreaker superweapon
  7723. ObjectCreationList OCL_SpawnArmyOfTheDead
  7724.     CreateObject
  7725.         ObjectNames = RohanOathbreakerHorde
  7726.         Count = 1
  7727.         SpreadFormation = Yes
  7728.         MinDistanceAFormation = 0.0
  7729.         MinDistanceBFormation = 0.0
  7730.         MaxDistanceFormation = 5.0
  7731.         FadeIn = Yes
  7732.         FadeTime = 4000
  7733.         IgnoreCommandPointLimit = Yes
  7734.     End
  7735. ;    CreateObject
  7736. ;        ObjectNames = GondorAragorn
  7737. ;        Count = 1
  7738. ;        SpreadFormation = Yes
  7739. ;        MinDistanceAFormation = 16.0
  7740. ;        MinDistanceBFormation = 24.0
  7741. ;        MaxDistanceFormation = 80.0
  7742. ;        FadeIn = Yes
  7743. ;        FadeTime = 2000
  7744. ;        IgnoreCommandPointLimit = Yes
  7745. ;    End
  7746.     
  7747. End
  7748.  
  7749. ; ---------------------------------------------------------------------------------------
  7750. ObjectCreationList OCL_Wyrm
  7751.     CreateObject
  7752.         ObjectNames            = WyrmEgg
  7753.         Disposition            = ABSOLUTE_ANGLE
  7754.         DispositionAngle    = 315                    ; pointing 'south east'
  7755.     End
  7756. End
  7757.  
  7758. ; ---------------------------------------------------------------------------------------
  7759. ObjectCreationList OCL_HatchWyrm
  7760.     CreateObject
  7761.         ObjectNames            = Wyrm
  7762.         UseJustBuiltFlag    = Yes
  7763.         JustBuiltDuration    = 2100                        ; ms, make sure this is on during the appear.
  7764.         Disposition            = RELATIVE_ANGLE
  7765.         DispositionAngle    = 0
  7766.         StartingBusyTime    = 2100
  7767.     End
  7768. End
  7769. ; ---------------------------------------------------------------------------------------
  7770. ObjectCreationList OCL_SummonedDragon
  7771.     CreateObject
  7772.         ObjectNames = SummonedDragonEgg
  7773.         Disposition = ABSOLUTE_ANGLE
  7774.         DispositionAngle = 235
  7775.     End
  7776.     CreateObject
  7777.         ObjectNames = SummonedDragonEggPlaceHolder
  7778.         Disposition = ABSOLUTE_ANGLE
  7779.         DispositionAngle = 235
  7780.     End
  7781. End
  7782. ; ---------------------------------------------------------------------------------------
  7783. ObjectCreationList OCL_SummonedDragonDeathCrush
  7784.     CreateObject
  7785.         ObjectNames = SummonedDragonCrusher
  7786.     End
  7787. End
  7788.  
  7789. ; ---------------------------------------------------------------------------------------
  7790. ObjectCreationList OCL_HatchSummonedDragon
  7791.     ;// NORMAL
  7792.     CreateObject
  7793.         ObjectNames = SummonedDragonJH1
  7794.         UseJustBuiltFlag = Yes
  7795.         JustBuiltDuration = 3500
  7796.         InvulnerableTime = 3500
  7797.         StartingBusyTime = 3500
  7798.         Disposition = RELATIVE_ANGLE
  7799.         DispositionAngle = 0
  7800.         ForbiddenUpgrades = Upgrade_AllFactionUpgrade
  7801.     End
  7802.     ;// MITHRIL
  7803.     CreateObject
  7804.         ObjectNames = SummonedDragon
  7805.         UseJustBuiltFlag = Yes
  7806.         JustBuiltDuration = 1666
  7807.         InvulnerableTime = 1666
  7808.         StartingBusyTime = 1666
  7809.         Disposition = RELATIVE_ANGLE
  7810.         DispositionAngle = 0
  7811.         FadeIn = Yes
  7812.         FadeTime = 1666
  7813.         RequiredUpgrades = Upgrade_AllFactionUpgrade
  7814.     End
  7815. End
  7816.  
  7817. ; ---------------------------------------------------------------------------------------
  7818. ObjectCreationList OCL_WatcherSummoning
  7819.     CreateObject
  7820.         ObjectNames = WatcherEgg
  7821.         Disposition = ABSOLUTE_ANGLE
  7822.         DispositionAngle = 235
  7823.     End
  7824.     CreateObject
  7825.         ObjectNames = WatcherEggPlaceHolder
  7826.         Disposition = ABSOLUTE_ANGLE
  7827.         DispositionAngle = 235
  7828.     End
  7829. End
  7830.  
  7831. ; ---------------------------------------------------------------------------------------
  7832. ObjectCreationList OCL_HatchWatcher
  7833.     CreateObject
  7834.         ObjectNames = WatcherHead
  7835.         Count = 1
  7836.         UseJustBuiltFlag = Yes
  7837.         Disposition = +RELATIVE_ANGLE -ON_GROUND_ALIGNED
  7838.         DispositionAngle = 0
  7839.     End
  7840.     
  7841.     CreateObject
  7842.         ObjectNames = WatcherHittingArm
  7843.         Count = 1
  7844.         UseJustBuiltFlag = Yes
  7845.         Disposition = RELATIVE_ANGLE
  7846.         DispositionAngle = 22.5
  7847.     End
  7848.     CreateObject
  7849.         ObjectNames = WatcherHittingArm
  7850.         Count = 1
  7851.         UseJustBuiltFlag = Yes
  7852.         Disposition = RELATIVE_ANGLE
  7853.         DispositionAngle = 67.5
  7854.     End
  7855.     CreateObject
  7856.         ObjectNames = WatcherHittingArm
  7857.         Count = 1
  7858.         UseJustBuiltFlag = Yes
  7859.         Disposition = RELATIVE_ANGLE
  7860.         DispositionAngle = 112.5
  7861.     End
  7862.     CreateObject
  7863.         ObjectNames = WatcherHittingArm
  7864.         Count = 1
  7865.         UseJustBuiltFlag = Yes
  7866.         Disposition = RELATIVE_ANGLE
  7867.         DispositionAngle = 157.5
  7868.     End
  7869.     CreateObject
  7870.         ObjectNames = WatcherHittingArm
  7871.         Count = 1
  7872.         UseJustBuiltFlag = Yes
  7873.         Disposition = RELATIVE_ANGLE
  7874.         DispositionAngle = 202.5
  7875.     End
  7876.     CreateObject
  7877.         ObjectNames = WatcherHittingArm
  7878.         Count = 1
  7879.         UseJustBuiltFlag = Yes
  7880.         Disposition = RELATIVE_ANGLE
  7881.         DispositionAngle = 247.5
  7882.     End
  7883.     CreateObject
  7884.         ObjectNames = WatcherHittingArm
  7885.         Count = 1
  7886.         UseJustBuiltFlag = Yes
  7887.         Disposition = RELATIVE_ANGLE
  7888.         DispositionAngle = 292.5
  7889.     End
  7890.     CreateObject
  7891.         ObjectNames = WatcherHittingArm
  7892.         Count = 1
  7893.         UseJustBuiltFlag = Yes
  7894.         Disposition = RELATIVE_ANGLE
  7895.         DispositionAngle = 337.5
  7896.     End
  7897. End
  7898.  
  7899. ; ---------------------------------------------------------------------------------------
  7900. ObjectCreationList OCL_WatcherCaldera
  7901.     CreateObject
  7902.         ObjectNames = WatcherCaldera
  7903.         Count = 1
  7904.         UseJustBuiltFlag = Yes
  7905.     End
  7906. End
  7907.  
  7908. ; ---------------------------------------------------------------------------------------
  7909. ObjectCreationList OCL_PreplacedCompleteWatcher
  7910.     CreateObject
  7911.         ObjectNames = WatcherCaldera
  7912.         Count = 1
  7913.     End
  7914.     CreateObject
  7915.         ObjectNames = WatcherHead
  7916.         Count = 1
  7917.         Disposition = RELATIVE_ANGLE
  7918.         DispositionAngle = 0
  7919.     End
  7920.     
  7921.     CreateObject
  7922.         ObjectNames = WatcherHittingArm
  7923.         Count = 1
  7924.         Disposition = RELATIVE_ANGLE
  7925.         DispositionAngle = 22.5
  7926.     End
  7927.     CreateObject
  7928.         ObjectNames = WatcherHittingArm
  7929.         Count = 1
  7930.         Disposition = RELATIVE_ANGLE
  7931.         DispositionAngle = 67.5
  7932.     End
  7933.     CreateObject
  7934.         ObjectNames = WatcherHittingArm
  7935.         Count = 1
  7936.         Disposition = RELATIVE_ANGLE
  7937.         DispositionAngle = 112.5
  7938.     End
  7939.     CreateObject
  7940.         ObjectNames = WatcherHittingArm
  7941.         Count = 1
  7942.         Disposition = RELATIVE_ANGLE
  7943.         DispositionAngle = 157.5
  7944.     End
  7945.     CreateObject
  7946.         ObjectNames = WatcherHittingArm
  7947.         Count = 1
  7948.         Disposition = RELATIVE_ANGLE
  7949.         DispositionAngle = 202.5
  7950.     End
  7951.     CreateObject
  7952.         ObjectNames = WatcherHittingArm
  7953.         Count = 1
  7954.         Disposition = RELATIVE_ANGLE
  7955.         DispositionAngle = 247.5
  7956.     End
  7957.     CreateObject
  7958.         ObjectNames = WatcherHittingArm
  7959.         Count = 1
  7960.         Disposition = RELATIVE_ANGLE
  7961.         DispositionAngle = 292.5
  7962.     End
  7963.     CreateObject
  7964.         ObjectNames = WatcherHittingArm
  7965.         Count = 1
  7966.         Disposition = RELATIVE_ANGLE
  7967.         DispositionAngle = 337.5
  7968.     End
  7969. End
  7970.  
  7971. ; ---------------------------------------------------------------------------------------
  7972. ; Create A bunch of Dunedain Rangers out of thin air. 
  7973. ObjectCreationList OCL_SpawnDunedainRangersEgg
  7974.     CreateObject
  7975.         ObjectNames = DunedainAlliesSummonEgg
  7976.         IgnoreCommandPointLimit = Yes
  7977.         Disposition = LIKE_EXISTING
  7978.     End
  7979. End
  7980.  
  7981. ; ---------------------------------------------------------------------------------------
  7982. ; Create A bunch of Dunedain Rangers out of thin air. 
  7983. ObjectCreationList OCL_SpawnDunedainRangers
  7984.     CreateObject
  7985.         ObjectNames = GondorRangerHorde_Summoned
  7986.         Count = 4
  7987.         FadeIn = Yes
  7988.         FadeTime = 8000
  7989.         IgnoreCommandPointLimit = Yes
  7990.         Disposition = SPAWN_AROUND
  7991.         DispositionAngle = 90    ;SpawnAround uses this as the arc between guys
  7992.         DispositionIntensity = 300 ; and this for distance from center
  7993.     End
  7994. End
  7995.  
  7996. ; ---------------------------------------------------------------------------------------
  7997. ObjectCreationList OCL_WildFireDrakeEgg
  7998.     ; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
  7999.     CreateObject
  8000.         ObjectNames = WildFireDrakeEgg
  8001.         UseJustBuiltFlag = Yes
  8002.         Count = 1
  8003.         Disposition = LIKE_EXISTING
  8004.         IgnoreCommandPointLimit = Yes
  8005.     End
  8006. End
  8007.  
  8008. ; ---------------------------------------------------------------------------------------
  8009. ; Create three fire drakes out of thin air. 
  8010. ObjectCreationList OCL_SpawnFireDrakes
  8011.     CreateObject
  8012.         ObjectNames = WildFireDrake_Summoned
  8013.         Count = 3
  8014.         FadeIn = Yes
  8015.         FadeTime = 8000
  8016.         IgnoreCommandPointLimit = Yes
  8017.         Disposition = SPAWN_AROUND
  8018.         DispositionAngle = 120    ;SpawnAround uses this as the arc between guys
  8019.         DispositionIntensity = 200 ; and this for distance from center
  8020.     End
  8021. End
  8022.  
  8023. ; ---------------------------------------------------------------------------------------
  8024. ;ObjectCreationList OCL_SkullTotemEgg
  8025. ;    ; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below
  8026. ;    CreateObject
  8027. ;        ObjectNames                    = SkullTotemEgg
  8028. ;        Count                        = 1
  8029. ;        Disposition                    = LIKE_EXISTING
  8030. ;        IgnoreCommandPointLimit        = Yes
  8031. ;        OrientInPrimaryDirection    = Yes
  8032. ;        OffsetInLocalSpace            = Yes
  8033. ;    End
  8034. ;End
  8035. ;ObjectCreationList OCL_MountedSkullTotemEgg                        ; Mounted version
  8036. ;    CreateObject
  8037. ;        ObjectNames                    = MountedSkullTotemEgg
  8038. ;        Count                        = 1
  8039. ;        Disposition                    = LIKE_EXISTING
  8040. ;        IgnoreCommandPointLimit        = Yes
  8041. ;        OrientInPrimaryDirection    = Yes
  8042. ;        OffsetInLocalSpace            = Yes
  8043. ;    End
  8044. ;End
  8045.  
  8046. ; ---------------------------------------------------------------------------------------
  8047. ; Create a skull totem out of thin air. 
  8048. ObjectCreationList OCL_SpawnSkullTotem
  8049.     CreateObject
  8050.         ObjectNames                = WildSkullTotem
  8051.         Count                    = 1
  8052.         Offset                    = X:15.583 Y:1.142 Z:0
  8053.         FadeIn                    = No
  8054.         IgnoreCommandPointLimit = Yes
  8055.         Disposition                    = LIKE_EXISTING
  8056.         IgnoreCommandPointLimit        = Yes
  8057.         OrientInPrimaryDirection    = Yes
  8058.         OffsetInLocalSpace            = Yes
  8059.     End
  8060. End
  8061. ObjectCreationList OCL_SpawnMountedSkullTotem                    ; Mounted version
  8062.     CreateObject
  8063.         ObjectNames                = WildSkullTotem
  8064.         Count                    = 1
  8065.         Offset                    = X:35.477 Y:2.898 Z:0
  8066.         FadeIn                    = No
  8067.         IgnoreCommandPointLimit = Yes
  8068.         Disposition                    = LIKE_EXISTING
  8069.         IgnoreCommandPointLimit        = Yes
  8070.         OrientInPrimaryDirection    = Yes
  8071.         OffsetInLocalSpace            = Yes
  8072.     End
  8073. End
  8074.  
  8075. ; ---------------------------------------------------------------------------------------
  8076. ; Create A bunch of Men of Dale guys out of thin air. 
  8077. ObjectCreationList OCL_SpawnMenOfDaleEgg
  8078.     CreateObject
  8079.         ObjectNames = DwarvenMenOfDaleAlliesSummonEgg
  8080.         IgnoreCommandPointLimit = Yes
  8081.         Disposition = LIKE_EXISTING
  8082.     End
  8083. End
  8084.  
  8085. ; ---------------------------------------------------------------------------------------
  8086. ; Create A bunch of Men of Dale guys out of thin air. 
  8087. ObjectCreationList OCL_SpawnMenOfDale
  8088.     CreateObject
  8089.         ObjectNames = DwarvenMenOfDaleHorde_Summoned
  8090.         Count = 3
  8091.         FadeIn = Yes
  8092.         FadeTime = 8000
  8093.         IgnoreCommandPointLimit = Yes
  8094.         Disposition = SPAWN_AROUND
  8095.         DispositionAngle = 120    ;SpawnAround uses this as the arc between guys
  8096.         DispositionIntensity = 250 ; and this for distance from center
  8097.     End
  8098. End
  8099.  
  8100. ;// ---------------------------------------------------------------------------------------
  8101. ;// Create A bunch of Spiderlings out of thin air. 
  8102. ObjectCreationList OCL_SpawnSpiderlingsEgg
  8103.     CreateObject
  8104.         ObjectNames                = SpiderlingsSummonEgg
  8105.         Count                    = 8
  8106.         FadeIn                    = Yes
  8107.         FadeTime                = 3000
  8108.         IgnoreCommandPointLimit = Yes
  8109.         Disposition                = SPAWN_AROUND
  8110.         DispositionAngle        = 45    ;//SpawnAround uses this as the arc between guys
  8111.         DispositionIntensity    = 200    ;//and this for distance from center
  8112.     End
  8113. End
  8114.  
  8115. ;// ---------------------------------------------------------------------------------------
  8116. ;// Create A bunch of Spiderlings out of thin air. 
  8117. ObjectCreationList OCL_SpawnSpiderlings
  8118.     CreateObject
  8119.         ObjectNames                = WildSpiderling_Summoned
  8120.         Count                    = 1
  8121.         FadeIn                    = Yes
  8122.         FadeTime                = 1000
  8123.         IgnoreCommandPointLimit = Yes
  8124.     End
  8125. End
  8126.  
  8127. ; ---------------------------------------------------------------------------------------
  8128. ; Create A large troll. 
  8129. ObjectCreationList OCL_SpawnHugeTroll
  8130.     CreateObject
  8131.         ObjectNames                = CaveTroll_Huge
  8132.         Count                    = 1
  8133.         SpreadFormation            = No
  8134.         FadeIn                    = No
  8135.         IgnoreCommandPointLimit = Yes
  8136.     End
  8137. End
  8138.  
  8139. ; ---------------------------------------------------------------------------------------
  8140. ; Create A bunch of giant spiders out of thin air. 
  8141. ObjectCreationList OCL_SpawnGiantSpiders
  8142.     CreateObject
  8143.         ObjectNames                = GiantSpider_Small
  8144.         Count                    = 6
  8145.         SpreadFormation            = Yes
  8146.         MinDistanceAFormation    = 0.0
  8147.         MinDistanceBFormation    = 10.0
  8148.         MaxDistanceFormation    = 45.0
  8149.         FadeIn                    = No
  8150.         IgnoreCommandPointLimit = Yes
  8151.     End
  8152. End
  8153.  
  8154.  
  8155. ; ---------------------------------------------------------------------------------------
  8156. ;
  8157. ObjectCreationList OCL_SpawnTreasureChestPeasant
  8158.     CreateObject
  8159.         ObjectNames                = TreasureChest1
  8160.         Count                    = 1
  8161.         SpreadFormation                = No
  8162.         MinDistanceAFormation            = 50.0
  8163.         MinDistanceBFormation            = 60.0
  8164.         MaxDistanceFormation            = 80.0
  8165.         FadeIn                    = No
  8166.         IgnoreAllObjects            = Yes
  8167.         InvulnerableTime            = 3000    ; This is the amount of time before we can pick this crate up.
  8168.     End
  8169. End
  8170.  
  8171. ; ---------------------------------------------------------------------------------------
  8172. ;
  8173. ObjectCreationList OCL_SpawnTreasureChestMEEd
  8174.     CreateObject
  8175.         ObjectNames                = TreasureChestMEEd
  8176.         Count                    = 1
  8177.         SpreadFormation                = No
  8178.         MinDistanceAFormation            = 50.0
  8179.         MinDistanceBFormation            = 60.0
  8180.         MaxDistanceFormation            = 80.0
  8181.         FadeIn                    = No
  8182.         IgnoreAllObjects            = Yes
  8183.         InvulnerableTime            = 3000    ; This is the amount of time before we can pick this crate up.
  8184.     End
  8185. End
  8186.  
  8187. ; ---------------------------------------------------------------------------------------
  8188. ;
  8189. ObjectCreationList OCL_SpawnLairTreasure
  8190.     CreateObject
  8191.         ObjectNames                = TreasureChest1
  8192.         Count                    = 4
  8193.         SpreadFormation                = Yes
  8194.         MinDistanceAFormation            = 50.0
  8195.         MinDistanceBFormation            = 60.0
  8196.         MaxDistanceFormation            = 80.0
  8197.         FadeIn                    = No
  8198.         IgnoreAllObjects            = Yes
  8199.         InvulnerableTime            = 3000    ; This is the amount of time before we can pick this crate up.
  8200.     End
  8201. End
  8202.  
  8203.  
  8204. ; ---------------------------------------------------------------------------------------
  8205. ObjectCreationList OCL_SpawnLairTreasure_Medium
  8206.     CreateObject
  8207.         ObjectNames                = TreasureChest1
  8208.         Count                    = 2
  8209.         SpreadFormation                = Yes
  8210.         MinDistanceAFormation            = 50.0
  8211.         MinDistanceBFormation            = 60.0
  8212.         MaxDistanceFormation            = 80.0
  8213.         FadeIn                    = No
  8214.         IgnoreAllObjects            = Yes
  8215.         InvulnerableTime            = 3000    ; This is the amount of time before we can pick this crate up.
  8216.     End
  8217. End
  8218.  
  8219. ; ---------------------------------------------------------------------------------------
  8220. ObjectCreationList OCL_SpawnLairTreasure_Small
  8221.     CreateObject
  8222.         ObjectNames                = TreasureChest1
  8223.         Count                    = 2
  8224.         SpreadFormation                = Yes
  8225.         MinDistanceAFormation            = 50.0
  8226.         MinDistanceBFormation            = 60.0
  8227.         MaxDistanceFormation            = 80.0
  8228.         FadeIn                    = No
  8229.         IgnoreAllObjects            = Yes
  8230.         InvulnerableTime            = 3000    ; This is the amount of time before we can pick this crate up.
  8231.     End
  8232. End
  8233.  
  8234.  
  8235. ; ---------------------------------------------------------------------------------------
  8236. ObjectCreationList OCL_ElvenWoodSeed
  8237.     CreateObject
  8238.         ObjectNames                = ElvenWoodTreeSeed
  8239.         Count                    = 4
  8240.         SpreadFormation            = Yes
  8241.         MinDistanceAFormation    = 10.0
  8242.         MinDistanceBFormation    = 150.0
  8243.         MaxDistanceFormation    = 150.0
  8244.     End
  8245. End
  8246.  
  8247. ; ---------------------------------------------------------------------------------------
  8248. ObjectCreationList OCL_ElvenWoodTree
  8249.     CreateObject
  8250.         ObjectNames                = ElvenWoodTree
  8251.         Count                    = 1
  8252.         SpreadFormation            = No
  8253.     End
  8254. End
  8255.  
  8256. ; ---------------------------------------------------------------------------------------
  8257. ObjectCreationList OCL_ElvenWoodGrass
  8258.     CreateObject
  8259.         ObjectNames                = ElvenWoodGrass
  8260.         Count                    = 1
  8261.         SpreadFormation            = No
  8262.     End
  8263. End
  8264.  
  8265. ; ---------------------------------------------------------------------------------------
  8266. ObjectCreationList OCL_ElvenWoodFlowerGrass
  8267.     CreateObject
  8268.         ObjectNames                = ElvenWoodFlowerGrass
  8269.         Count                    = 1
  8270.         SpreadFormation            = No
  8271.     End
  8272. End
  8273.  
  8274. ; ---------------------------------------------------------------------------------------
  8275. ; The object that spawns the ElvenWoodOptTree once the birth anim is completed
  8276. ObjectCreationList OCL_ElvenWoodTreeSpawn
  8277.   CreateObject
  8278.     ObjectNames = ElvenWoodTreeOpt
  8279.     Count = 1
  8280.     Disposition = LIKE_EXISTING
  8281.   End
  8282. End
  8283.  
  8284. ; ---------------------------------------------------------------------------------------
  8285. ; The object that spawns the ElvenWoodGrassOpt once the birth anim is completed
  8286. ObjectCreationList OCL_ElvenWoodGrassSpawn
  8287.   CreateObject
  8288.     ObjectNames = ElvenWoodGrassOpt
  8289.     Count = 1
  8290.     Disposition = LIKE_EXISTING
  8291.   End
  8292. End
  8293.  
  8294. ; ---------------------------------------------------------------------------------------
  8295. ; The object that spawns the ElvenWoodFlowerGrassOpt once the birth anim is completed
  8296. ObjectCreationList OCL_ElvenWoodFlowerGrassSpawn
  8297.   CreateObject
  8298.     ObjectNames = ElvenWoodFlowerGrassOpt
  8299.     Count = 1
  8300.     Disposition = LIKE_EXISTING
  8301.   End
  8302. End
  8303.  
  8304. ; ---------------------------------------------------------------------------------------
  8305. ObjectCreationList OCL_TaintSeed
  8306.     CreateObject
  8307.         ObjectNames                = TaintTreeSeed
  8308.         Count                    = 10
  8309.         SpreadFormation            = Yes
  8310.         MinDistanceAFormation    = 10.0
  8311.         MinDistanceBFormation    = 60.0
  8312.         MaxDistanceFormation    = 70.0
  8313.     End
  8314. End
  8315.  
  8316. ; ---------------------------------------------------------------------------------------
  8317. ObjectCreationList OCL_TaintTree
  8318.     CreateObject
  8319.         ObjectNames                = TaintTree
  8320.         Count                    = 1
  8321.         SpreadFormation            = No
  8322.     End
  8323. End
  8324.  
  8325. ; ---------------------------------------------------------------------------------------
  8326. ; The object that spawns the TaintOptTree once the birth anim is completed
  8327. ObjectCreationList OCL_TaintTreeSpawn
  8328.   CreateObject
  8329.     ObjectNames = TaintTreeOpt
  8330.     Count = 1
  8331.     Disposition = LIKE_EXISTING
  8332.   End
  8333. End
  8334.  
  8335. ; ---------------------------------------------------------------------------------------
  8336. ; MBMMTower Rubble created so it will invalidate the area it collapses on
  8337. ObjectCreationList OCL_MBMMTower
  8338.   CreateObject
  8339.     ObjectNames = MBMMTowerRubble
  8340.     Count = 1
  8341.     Disposition = LIKE_EXISTING
  8342.   End
  8343. End
  8344.  
  8345. ; ---------------------------------------------------------------------------------------
  8346. ObjectCreationList SpecialPowerPalantirVision
  8347.   CreateObject
  8348.     ObjectNames = PalantirVisionPing
  8349.     Count = 1
  8350.     ParticleSystem    = PalantirVisionReveal
  8351.   End
  8352. End
  8353.  
  8354. ; ---------------------------------------------------------------------------------------
  8355. ObjectCreationList OCL_SarumanLightningBlastLighting
  8356.   CreateObject
  8357.     ObjectNames = SarumanLightning
  8358.     Count = 1
  8359.     ParticleSystem = SarumanLightningHit02
  8360.   End
  8361. End
  8362.  
  8363. // ---------------------------------------------------------------------------------------
  8364. ObjectCreationList SpecialPowerIvoryTowerVision
  8365.   CreateObject
  8366.     ObjectNames = IvoryTowerVisionPing
  8367.     Count = 1
  8368.   End
  8369. End
  8370.  
  8371. ObjectCreationList OCL_HealSpellHordeReplenishPing
  8372.   CreateObject
  8373.     ObjectNames = HealSpellHordeReplenishPing
  8374.     Count = 1
  8375.   End
  8376. End
  8377.  
  8378. ObjectCreationList OCL_SpecialPowerFarSeeing
  8379.     CreateObject
  8380.         ObjectNames        = FarSeeingPing
  8381.         Count            = 1
  8382.         ParticleSystem    = FarSeeingElement
  8383.     End
  8384. End
  8385.  
  8386. ;------------------------------------
  8387.  
  8388. ObjectCreationList OCL_SpecialPowerEnshroudingMist
  8389.     CreateObject
  8390.         ObjectNames        = EnshroudingMistPing
  8391.         Disposition        = ON_GROUND_ALIGNED USE_WATER_SURFACE USE_CLIFF
  8392.         Count            = 1
  8393.         ParticleSystem    = EnshroudingMist02
  8394.     End
  8395. End
  8396.  
  8397. ;------------------------------------
  8398.  
  8399. ObjectCreationList OCL_SpecialPowerSunflare
  8400.     CreateObject
  8401.         ObjectNames        = SunflareSunbeam
  8402.         Count            = 1
  8403.         ;ParticleSystem    = EnshroudingMist
  8404.     End
  8405. End
  8406.  
  8407.  
  8408. ;------------------------------------
  8409.  
  8410.  
  8411. ObjectCreationList OCL_SpawnLairTreasure_Small_GAP_OF_ROHAN
  8412.     CreateObject
  8413.         ObjectNames                = TreasureChest1
  8414.         Count                    = 1
  8415.         SpreadFormation                = Yes
  8416.         MinDistanceAFormation            = 1.0
  8417.         MinDistanceBFormation            = 1.0
  8418.         MaxDistanceFormation            = 1.0
  8419.         FadeIn                    = No
  8420.         IgnoreAllObjects            = Yes
  8421.         InvulnerableTime            = 3000    ; This is the amount of time before we can pick this crate up.
  8422.     End
  8423. End
  8424.  
  8425.  
  8426. ;------------------------------------
  8427.  
  8428.  
  8429. ObjectCreationList OCL_SpawnLairTreasure_Small_PELARGIR
  8430.     CreateObject
  8431.         ObjectNames                = TreasureChest1
  8432.         Count                    = 1
  8433.         SpreadFormation                = Yes
  8434.         MinDistanceAFormation            = 1.0
  8435.         MinDistanceBFormation            = 1.0
  8436.         MaxDistanceFormation            = 1.0
  8437.         FadeIn                    = No
  8438.         IgnoreAllObjects            = Yes
  8439.         InvulnerableTime            = 3000    ; This is the amount of time before we can pick this crate up.
  8440.     End
  8441. End
  8442.  
  8443. ; ---------------------------------------------------------------------------------------
  8444. ObjectCreationList OCL_TheOneRing
  8445.     CreateObject
  8446.         ObjectNames            = TheDroppedRing
  8447.         Count                = 1
  8448.         SpreadFormation        = No
  8449.         IgnoreAllObjects    = Yes
  8450.     End
  8451. End
  8452.  
  8453. ; ---------------------------------------------------------------------------------------
  8454. ObjectCreationList OCL_TheRingStealer
  8455.     CreateObject
  8456.         ObjectNames                = NeutralGollum_RingStealer
  8457.         Count                    = 1
  8458.         DestinationPlayer        = PlyrCreeps
  8459.         WaypointSpawnPoints        = SpawnPoint_SkirmishGollum_                ; Spawn on existing waypoints
  8460.     End
  8461. End
  8462.  
  8463. ; ---------------------------------------------------------------------------------------
  8464. ObjectCreationList OCL_TheRingCarrier
  8465.     CreateObject
  8466.         ObjectNames                = NeutralGollum_RingHero
  8467.         Count                    = 1
  8468.         DestinationPlayer        = PlyrCreeps
  8469.         WaypointSpawnPoints        = SpawnPoint_SkirmishGollum_                ; Spawn on existing waypoints
  8470.     End
  8471. End
  8472.  
  8473.  
  8474. ObjectCreationList OCL_BoatDeathSplashFront
  8475.     CreateObject
  8476.         ObjectNames = BoatDeathSplash
  8477.         Count = 1
  8478.         Offset = X:40 Y:0 Z:0
  8479.     End
  8480. End
  8481.  
  8482. ObjectCreationList OCL_BoatDeathSplashBack
  8483.     CreateObject
  8484.         ObjectNames = BoatDeathSplash
  8485.         Count = 1
  8486.         Offset = X:-40 Y:0 Z:0
  8487.     End
  8488. End
  8489.  
  8490. ObjectCreationList OCL_FiresOfDoom
  8491.     CreateObject
  8492.         ObjectNames    = TheFiresOfDoom
  8493.     End
  8494. End
  8495.  
  8496. ;---------------------------------------------------------------------------------------------------------------------
  8497. ObjectCreationList OCL_GoldenArrowDaylight
  8498.     CreateObject
  8499.         ObjectNames = HaldirGoldenArrowDaylight
  8500.     End
  8501. End
  8502.  
  8503. ;---------------------------------------------------------------------------------------------------------------------
  8504. ObjectCreationList OCL_GlorfindelStarlightObject
  8505.     CreateObject
  8506.         ObjectNames = GlorfindelStarlightObject
  8507.     End
  8508. End
  8509.  
  8510. ;----------------------------------------------------------this is for Evil Erebor XoXo AH----------------------------
  8511. ObjectCreationList OCL_SpawnRefugeeTreasure
  8512.     CreateObject
  8513.         ObjectNames                = TreasureChest1
  8514.         Count                    = 1
  8515.         SpreadFormation                = Yes
  8516.         MinDistanceAFormation            = 10.0
  8517.         MinDistanceBFormation            = 20.0
  8518.         MaxDistanceFormation            = 20.0
  8519.         FadeIn                    = No
  8520.         IgnoreAllObjects            = Yes
  8521.         InvulnerableTime            = 3000    ; This is the amount of time before we can pick this crate up.
  8522.     End
  8523. End
  8524.  
  8525. ;--------------------------------Become Undead----------------------------
  8526. ObjectCreationList OCL_BecomeUndead
  8527.     CreateObject
  8528.         ObjectNames                = BarrowWight
  8529.         Count                    = 1
  8530.         FadeIn                    = No
  8531.     End
  8532. End
  8533.  
  8534.  
  8535.  
  8536. //---------------------------------------------------------------------------------------
  8537. //                                CREATE A HERO SECTION
  8538. //---------------------------------------------------------------------------------------
  8539.  
  8540. //    Hero of the West Summon Allies
  8541.  
  8542. // GondorKnightHorde_Summoned
  8543. // GondorArcherHorde_Summoned
  8544. // GondorTowerShieldGuardHorde_Summoned
  8545. // GondorFighterHorde_Summoned
  8546. // Create A bunch of Rohirrim out of thin air. 
  8547. ObjectCreationList OCL_CreateAHeroHotWSpawnAllies_Level1
  8548.     CreateObject
  8549.         ObjectNames                = GondorFighterHorde_Summoned
  8550.         Count                    = 1
  8551.         FadeIn                    = Yes
  8552.         FadeTime                = 8000
  8553.         IgnoreCommandPointLimit    = Yes
  8554.         Disposition                = ABSOLUTE_ANGLE
  8555.         DispositionAngle        = 315
  8556.         UseJustBuiltFlag        = Yes
  8557.         StartingBusyTime        = 5000
  8558.     End
  8559. End
  8560.  
  8561. ObjectCreationList OCL_CreateAHeroHotWSpawnAllies_Level2
  8562.     CreateObject
  8563.         ObjectNames                = GondorFighterHorde_Summoned
  8564.         Count                    = 1
  8565.         FadeIn                    = Yes
  8566.         FadeTime                = 8000
  8567.         IgnoreCommandPointLimit    = Yes
  8568.         Disposition                = ABSOLUTE_ANGLE
  8569.         DispositionAngle        = 315
  8570.         UseJustBuiltFlag        = Yes
  8571.         StartingBusyTime        = 5000
  8572.         Offset                    = X:20 Y:-20 Z:0
  8573.     End
  8574.     CreateObject
  8575.         ObjectNames                = GondorArcherHorde_Summoned
  8576.         Count                    = 1
  8577.         FadeIn                    = Yes
  8578.         FadeTime                = 8000
  8579.         IgnoreCommandPointLimit    = Yes
  8580.         Disposition                = ABSOLUTE_ANGLE
  8581.         DispositionAngle        = 315
  8582.         UseJustBuiltFlag        = Yes
  8583.         StartingBusyTime        = 5000
  8584.         Offset                    = X:-20 Y:20 Z:0
  8585.     End
  8586. End
  8587.  
  8588. ObjectCreationList OCL_CreateAHeroHotWSpawnAllies_Level3
  8589.     CreateObject
  8590.         ObjectNames                = GondorFighterHorde_Summoned
  8591.         Count                    = 1
  8592.         FadeIn                    = Yes
  8593.         FadeTime                = 8000
  8594.         IgnoreCommandPointLimit    = Yes
  8595.         Disposition                = ABSOLUTE_ANGLE
  8596.         DispositionAngle        = 315
  8597.         UseJustBuiltFlag        = Yes
  8598.         StartingBusyTime        = 5000
  8599.         Offset                    = X:40 Y:-10 Z:0
  8600.     End
  8601.     CreateObject
  8602.         ObjectNames                = GondorArcherHorde_Summoned
  8603.         Count                    = 1
  8604.         FadeIn                    = Yes
  8605.         FadeTime                = 8000
  8606.         IgnoreCommandPointLimit    = Yes
  8607.         Disposition                = ABSOLUTE_ANGLE
  8608.         DispositionAngle        = 315
  8609.         UseJustBuiltFlag        = Yes
  8610.         StartingBusyTime        = 5000
  8611.         Offset                    = X:-20 Y:20 Z:0
  8612.     End
  8613.     CreateObject
  8614.         ObjectNames                = GondorTowerShieldGuardHorde_Summoned
  8615.         Count                    = 1
  8616.         FadeIn                    = Yes
  8617.         FadeTime                = 8000
  8618.         IgnoreCommandPointLimit    = Yes
  8619.         Disposition                = ABSOLUTE_ANGLE
  8620.         DispositionAngle        = 315
  8621.         UseJustBuiltFlag        = Yes
  8622.         StartingBusyTime        = 5000
  8623.         Offset                    = X:10 Y:-40 Z:0
  8624.     End
  8625. End
  8626.  
  8627. ObjectCreationList OCL_CreateAHeroHotWSpawnAllies_Level4
  8628.     CreateObject
  8629.         ObjectNames                = GondorFighterHorde_Summoned
  8630.         Count                    = 1
  8631.         FadeIn                    = Yes
  8632.         FadeTime                = 8000
  8633.         IgnoreCommandPointLimit    = Yes
  8634.         Disposition                = ABSOLUTE_ANGLE
  8635.         DispositionAngle        = 315
  8636.         UseJustBuiltFlag        = Yes
  8637.         StartingBusyTime        = 5000
  8638.         Offset                    = X:-40 Y:-10 Z:0
  8639.     End
  8640.     CreateObject
  8641.         ObjectNames                = GondorArcherHorde_Summoned
  8642.         Count                    = 1
  8643.         FadeIn                    = Yes
  8644.         FadeTime                = 8000
  8645.         IgnoreCommandPointLimit    = Yes
  8646.         Disposition                = ABSOLUTE_ANGLE
  8647.         DispositionAngle        = 315
  8648.         UseJustBuiltFlag        = Yes
  8649.         StartingBusyTime        = 5000
  8650.         Offset                    = X:-40 Y:40 Z:0
  8651.     End
  8652.     CreateObject
  8653.         ObjectNames                = GondorTowerShieldGuardHorde_Summoned
  8654.         Count                    = 1
  8655.         FadeIn                    = Yes
  8656.         FadeTime                = 8000
  8657.         IgnoreCommandPointLimit    = Yes
  8658.         Disposition                = ABSOLUTE_ANGLE
  8659.         DispositionAngle        = 315
  8660.         UseJustBuiltFlag        = Yes
  8661.         StartingBusyTime        = 5000
  8662.         Offset                    = X:10 Y:-40 Z:0
  8663.     End
  8664.     CreateObject
  8665.         ObjectNames                = GondorKnightHorde_Summoned
  8666.         Count                    = 1
  8667.         FadeIn                    = Yes
  8668.         FadeTime                = 8000
  8669.         IgnoreCommandPointLimit    = Yes
  8670.         Disposition                = ABSOLUTE_ANGLE
  8671.         DispositionAngle        = 315
  8672.         UseJustBuiltFlag        = Yes
  8673.         StartingBusyTime        = 5000
  8674.         Offset                    = X:40 Y:-10 Z:0
  8675.     End
  8676. End
  8677.  
  8678. //    Servant of Sauron Summon Allies
  8679. ObjectCreationList OCL_CreateAHeroSoSSpawnAllies_Level1
  8680.     CreateObject
  8681.         ObjectNames                = MordorFighterHorde_Summoned
  8682.         Count                    = 1
  8683.         FadeIn                    = Yes
  8684.         FadeTime                = 8000
  8685.         IgnoreCommandPointLimit    = Yes
  8686.         Disposition                = ABSOLUTE_ANGLE
  8687.         DispositionAngle        = 315
  8688.         UseJustBuiltFlag        = Yes
  8689.         StartingBusyTime        = 5000
  8690.     End
  8691. End
  8692.  
  8693. ObjectCreationList OCL_CreateAHeroSoSSpawnAllies_Level2
  8694.     CreateObject
  8695.         ObjectNames                = MordorFighterHorde_Summoned
  8696.         Count                    = 1
  8697.         FadeIn                    = Yes
  8698.         FadeTime                = 8000
  8699.         IgnoreCommandPointLimit    = Yes
  8700.         Disposition                = ABSOLUTE_ANGLE
  8701.         DispositionAngle        = 315
  8702.         UseJustBuiltFlag        = Yes
  8703.         StartingBusyTime        = 5000
  8704.     End
  8705.     CreateObject
  8706.         ObjectNames                = MordorCaveTroll_Summoned
  8707.         Count                    = 1
  8708.         FadeIn                    = Yes
  8709.         FadeTime                = 8000
  8710.         IgnoreCommandPointLimit    = Yes
  8711.         Disposition                = ABSOLUTE_ANGLE
  8712.         DispositionAngle        = 315
  8713.         UseJustBuiltFlag        = Yes
  8714.         StartingBusyTime        = 5000
  8715.     End
  8716. End
  8717.  
  8718. ObjectCreationList OCL_CreateAHeroSoSSpawnAllies_Level3
  8719.     CreateObject
  8720.         ObjectNames                = MordorFighterHorde_Summoned
  8721.         Count                    = 1
  8722.         FadeIn                    = Yes
  8723.         FadeTime                = 8000
  8724.         IgnoreCommandPointLimit    = Yes
  8725.         Disposition                = ABSOLUTE_ANGLE
  8726.         DispositionAngle        = 315
  8727.         UseJustBuiltFlag        = Yes
  8728.         StartingBusyTime        = 5000
  8729.         Offset                    = X:10 Y:10 Z:0
  8730.     End
  8731.     CreateObject
  8732.         ObjectNames                = MordorFighterHorde_Summoned
  8733.         Count                    = 1
  8734.         FadeIn                    = Yes
  8735.         FadeTime                = 8000
  8736.         IgnoreCommandPointLimit    = Yes
  8737.         Disposition                = ABSOLUTE_ANGLE
  8738.         DispositionAngle        = 315
  8739.         UseJustBuiltFlag        = Yes
  8740.         StartingBusyTime        = 5000
  8741.         Offset                    = X:-10 Y:-10 Z:0
  8742.     End
  8743.     CreateObject
  8744.         ObjectNames                = MordorAttackTroll_Summoned
  8745.         Count                    = 1
  8746.         FadeIn                    = Yes
  8747.         FadeTime                = 8000
  8748.         IgnoreCommandPointLimit    = Yes
  8749.         Disposition                = ABSOLUTE_ANGLE
  8750.         DispositionAngle        = 315
  8751.         UseJustBuiltFlag        = Yes
  8752.         StartingBusyTime        = 5000
  8753.         Offset = X:-20 Y:20 Z:0
  8754.     End
  8755. End
  8756.  
  8757. ObjectCreationList OCL_CreateAHeroSoSSpawnAllies_Level4
  8758.     CreateObject
  8759.         ObjectNames                = MordorFighterHorde_Summoned
  8760.         Count                    = 1
  8761.         FadeIn                    = Yes
  8762.         FadeTime                = 8000
  8763.         IgnoreCommandPointLimit    = Yes
  8764.         Disposition                = ABSOLUTE_ANGLE
  8765.         DispositionAngle        = 315
  8766.         UseJustBuiltFlag        = Yes
  8767.         StartingBusyTime        = 5000
  8768.         Offset                    = X:10 Y:10 Z:0
  8769.     End
  8770.     CreateObject
  8771.         ObjectNames                = MordorFighterHorde_Summoned
  8772.         Count                    = 1
  8773.         FadeIn                    = Yes
  8774.         FadeTime                = 8000
  8775.         IgnoreCommandPointLimit    = Yes
  8776.         Disposition                = ABSOLUTE_ANGLE
  8777.         DispositionAngle        = 315
  8778.         UseJustBuiltFlag        = Yes
  8779.         StartingBusyTime        = 5000
  8780.         Offset                    = X:-10 Y:10 Z:0
  8781.     End
  8782.     CreateObject
  8783.         ObjectNames                = MordorAttackTroll_Summoned
  8784.         Count                    = 1
  8785.         FadeIn                    = Yes
  8786.         FadeTime                = 8000
  8787.         IgnoreCommandPointLimit    = Yes
  8788.         Disposition                = ABSOLUTE_ANGLE
  8789.         DispositionAngle        = 315
  8790.         UseJustBuiltFlag        = Yes
  8791.         StartingBusyTime        = 5000
  8792.         Offset                    = X:-20 Y:20 Z:0
  8793.     End
  8794.     CreateObject
  8795.         ObjectNames                = WildMountainGiant_Summoned
  8796.         Count                    = 1
  8797.         FadeIn                    = Yes
  8798.         FadeTime                = 8000
  8799.         IgnoreCommandPointLimit    = Yes
  8800.         Disposition                = ABSOLUTE_ANGLE
  8801.         DispositionAngle        = 315
  8802.         UseJustBuiltFlag        = Yes
  8803.         StartingBusyTime        = 5000
  8804.         Offset                    = X:20 Y:20 Z:0
  8805.     End
  8806. End
  8807.  
  8808. ObjectCreationList OCL_CreateAHeroSpawnSpy_Level1
  8809.     CreateObject
  8810.         ObjectNames                = Level1Spy
  8811.         Count                    = 1
  8812.     End
  8813. End
  8814.  
  8815. //    Spy
  8816. ObjectCreationList OCL_CreateAHeroSpawnSpy_Level2
  8817.     CreateObject
  8818.         ObjectNames                = Level2Spy
  8819.         Count                    = 1
  8820.     End
  8821. End
  8822.  
  8823. //    Oil Fire
  8824. ObjectCreationList OCL_CreateAHeroOilFire_Level1
  8825.     CreateObject
  8826.         ObjectNames                = CreateAHeroOilDrum_Level1
  8827.         Count                    = 1
  8828.     End
  8829. End
  8830.  
  8831. ObjectCreationList OCL_CreateAHeroOilFire_Level2
  8832.     CreateObject
  8833.         ObjectNames                = CreateAHeroOilDrum_Level2
  8834.         Count                    = 1
  8835.     End
  8836. End
  8837.  
  8838. ObjectCreationList OCL_CreateAHeroOilFire_Level3
  8839.     CreateObject
  8840.         ObjectNames                = CreateAHeroOilDrum_Level3
  8841.         Count                    = 1
  8842.     End
  8843. End
  8844.  
  8845. //    Summon Familiar
  8846. ObjectCreationList OCL_CreateAHeroSummonFamiliar_Level1
  8847.     CreateObject
  8848.         ObjectNames                = CreateAHeroFamiliar_Level1
  8849.         Count                    = 1
  8850.         FadeIn                    = Yes
  8851.         FadeTime                = 2000
  8852.         IgnoreCommandPointLimit    = Yes
  8853.     End
  8854. End
  8855.  
  8856. ObjectCreationList OCL_CreateAHeroSummonFamiliar_Level2
  8857.     CreateObject
  8858.         ObjectNames                = CreateAHeroFamiliar_Level2
  8859.         Count                    = 1
  8860.         FadeIn                    = Yes
  8861.         FadeTime                = 2000
  8862.         IgnoreCommandPointLimit    = Yes
  8863.     End
  8864. End
  8865.  
  8866. ObjectCreationList OCL_CreateAHeroSummonFamiliar_Level3
  8867.     CreateObject
  8868.         ObjectNames                = CreateAHeroFamiliar_Level3
  8869.         Count                    = 1
  8870.         FadeIn                    = Yes
  8871.         FadeTime                = 2000
  8872.         IgnoreCommandPointLimit    = Yes
  8873.     End
  8874. End
  8875.  
  8876. ObjectCreationList OCL_CreateAHeroBombardSeed_Level1
  8877.     CreateObject
  8878.         ObjectNames                = SpellBookBombardSeed
  8879.         Count                    = CREATE_A_HERO_BOMBARD_COUNT_L1
  8880.         SpreadFormation            = Yes
  8881.         MinDistanceAFormation    = 10.0
  8882.         MinDistanceBFormation    = 150.0
  8883.         MaxDistanceFormation    = 150.0
  8884.     End
  8885. End
  8886.  
  8887. ObjectCreationList OCL_CreateAHeroBombardSeed_Level2
  8888.     CreateObject
  8889.         ObjectNames                = SpellBookBombardSeed
  8890.         Count                    = CREATE_A_HERO_BOMBARD_COUNT_L2
  8891.         SpreadFormation            = Yes
  8892.         MinDistanceAFormation    = 10.0
  8893.         MinDistanceBFormation    = 150.0
  8894.         MaxDistanceFormation    = 150.0
  8895.     End
  8896. End
  8897.  
  8898. ObjectCreationList OCL_CreateAHeroBombardSeed_Level3
  8899.     CreateObject
  8900.         ObjectNames                = SpellBookBombardSeed
  8901.         Count                    = CREATE_A_HERO_BOMBARD_COUNT_L3
  8902.         SpreadFormation            = Yes
  8903.         MinDistanceAFormation    = 10.0
  8904.         MinDistanceBFormation    = 150.0
  8905.         MaxDistanceFormation    = 150.0
  8906.     End
  8907. End
  8908.  
  8909. ObjectCreationList OCL_CreateAHeroSpawnTornado_Level1
  8910.   CreateObject
  8911.     ObjectNames = CreateAHeroTornado_Level1
  8912.     Count = 1
  8913.     FadeIn = Yes
  8914.     FadeTime = 2000
  8915.   End
  8916. End
  8917.  
  8918. ObjectCreationList OCL_CreateAHeroSpawnTornado_Level2
  8919.   CreateObject
  8920.     ObjectNames = CreateAHeroTornado_Level2
  8921.     Count = 1
  8922.     FadeIn = Yes
  8923.     FadeTime = 2000
  8924.   End
  8925. End
  8926.  
  8927. ObjectCreationList OCL_CreateAHeroSpawnTornado_Level3
  8928.   CreateObject
  8929.     ObjectNames = CreateAHeroTornado_Level3
  8930.     Count = 1
  8931.     FadeIn = Yes
  8932.     FadeTime = 2000
  8933.   End
  8934. End
  8935.  
  8936. //---------------------------------------------------------------------------------------
  8937. //                                CREATE A HERO SECTION
  8938. //---------------------------------------------------------------------------------------
  8939.