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OperationThunderstorm
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Data_ini_ObjectCreationList.ini
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2004-01-28
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;//////////////////////////////////////////////////////////////////////////////
;FILE: ObjectCreationList.ini (SYSTEM) ////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
; ------------------------------------------------
ObjectCreationList OCL_CreateDamagedBarrel
CreateDebris
ModelNames = PMBarrel01_D1
Offset = X:0 Y:0 Z:0
Mass = 2
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 5
MaxForceMagnitude = 7
SpinRate = 180
MinForcePitch = 75
MaxForcePitch = 90
ParticleSystem = BlackTrail
End
End
; ----------------------------------------------
ObjectCreationList OCL_FireWallSegment
CreateObject
ObjectNames = FireWallSegment
Disposition = LIKE_EXISTING INHERIT_VELOCITY
PreserveLayer = Yes
End
End
; ----------------------------------------------
ObjectCreationList OCL_FireWallSegmentUpgraded
CreateObject
ObjectNames = FireWallSegmentUpgraded
Disposition = LIKE_EXISTING INHERIT_VELOCITY
PreserveLayer = Yes
End
End
; ----------------------------------------------
ObjectCreationList OCL_FireFieldSmall
CreateObject
ObjectNames = FireFieldSmall
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_FireFieldUpgradedSmall
CreateObject
ObjectNames = FireFieldUpgradedSmall
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldLarge
CreateObject
ObjectNames = PoisonFieldLarge
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldMedium
CreateObject
ObjectNames = PoisonFieldMedium
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldSmall
CreateObject
ObjectNames = PoisonFieldSmall
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldAnthraxBomb
CreateObject
ObjectNames = PoisonFieldAnthraxBomb
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldUpgradedLarge
CreateObject
ObjectNames = PoisonFieldUpgradedLarge
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldUpgradedMedium
CreateObject
ObjectNames = PoisonFieldUpgradedMedium
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldUpgradedSmall
CreateObject
ObjectNames = PoisonFieldUpgradedSmall
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_RadiationFieldLarge
CreateObject
ObjectNames = RadiationFieldLarge
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_RadiationFieldMedium
CreateObject
ObjectNames = RadiationFieldMedium
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_RadiationFieldSmall
CreateObject
ObjectNames = RadiationFieldSmall
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_NukeRadiationField
CreateObject
ObjectNames = NukeRadiationFieldWeapon
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_FirestormCarpet
CreateObject
ObjectNames = FirestormCarpet
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_BlackFirestormCarpet
CreateObject
ObjectNames = BlackFirestormCarpet
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_FirestormSmall
CreateObject
ObjectNames = FirestormSmall
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_BlackNapalmFirestormSmall
CreateObject
ObjectNames = BlackNapalmFirestormSmall
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_TankerTruckExplode
CreateDebris
ModelNames = CVTanker_d03
Offset = x: -16.887 y:2.588 z: 6.751
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d09
Offset = x: -10.682 y: 4.327 z: 2.929
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d10
Offset = x: -10.682 y: -4.272 z: 2.929
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d11 ; wheel
Offset = x: -2.651 y: -4.119 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d12 ; wheel
Offset = x: -2.651 y: 4.062 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d13 ; wheel
Offset = x: 2.73 y: 4.062 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d14 ; wheel
Offset = x: 2.73 y: -4.119 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d15
Offset = x: -7.869 y: .07 z: 3.663
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d16 ; wheel
Offset = x: -17.47 y: 4.423 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d17 ; wheel
Offset = x: -17.47 y: -4.374 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d20
Offset = x: -.773 y: .07 z: 3.663
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d21
Offset = x: 34.293 y: -.009 z: 3.673
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d22 ; wheel
Offset = x: 31.646 y: 4.062 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d23 ; wheel
Offset = x: 31.646 y: -4.119 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d24 ; wheel
Offset = x: 37.026 y: 4.062 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d25 ; wheel
Offset = x: 37.026 y: -4.119 z: 2.203
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d26
Offset = x: 42.924 y: -.016 z: 2.854
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d27
Offset = x: 40.859 y: .128 z: 13.615
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d28
Offset = x: 40.859 y: .128 z: 13.615
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d29
Offset = x: 35.111 y: .128 z: 13.615
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d30
Offset = x: 28.222 y: .128 z: 13.615
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d31
Offset = x: 21.665 y: .128 z: 13.615
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d32
Offset = x: 14.347 y: .128 z: 13.615
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d33
Offset = x: 7.173 y: .128 z: 13.615
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVTanker_d34
Offset = x: -.105 y: .128 z: 13.615
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
End
; ----------------------------------------------
ObjectCreationList OCL_BigRigExplode
CreateDebris
ModelNames = CVBigRig_d01
Offset = X:-12.5 Y:-2 Z:8
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d02
Offset = X:-12.5 Y:3 Z:8
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d03
Offset = X:-17 Y:2.5 Z:7
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d04
Offset = X:-20 Y:-1.5 Z:5
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d05
Offset = X:-17 Y:-2.75 Z:7
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d06
Offset = X:-20.5 Y:2 Z:5.5
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d07
Offset = X:-18 Y:-4 Z:4
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d08
Offset = X:-18 Y:4 Z:4
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d09
Offset = X:-10 Y:4 Z:3
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d10
Offset = X:-10 Y:-4 Z:3
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d11
Offset = X:-3 Y:-4 Z:2
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d12
Offset = X:-3 Y:4 Z:2
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d13
Offset = X:3 Y:4 Z:2
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d14
Offset = X:3 Y:-4 Z:2
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d15
Offset = X:-8 Y:0 Z:3.5
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d16
Offset = X:-17.5 Y:4.5 Z:2
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d17
Offset = X:-17.5 Y:-4.5 Z:2
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d18
Offset = X:-9 Y:4.5 Z:13.5
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d19
Offset = X:-9 Y:4.5 Z:8
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d03
Offset = X:-1 Y:0 Z:3.5
Mass = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d04
Offset = X:36 Y:3 Z:8
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d05
Offset = X:35 Y:3 Z:13
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d06
Offset = X:35 Y:-3 Z:13
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d03
Offset = X:36 Y:-3 Z:8
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d04
Offset = X:19 Y:3.5 Z:13.5
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d05
Offset = X:19 Y:-3.5 Z:13
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d27
Offset = X:18.5 Y:-4 Z:7
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d28
Offset = X:34 Y:0 Z:3.5
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d03
Offset = X:4 Y:-3.5 Z:13
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d04
Offset = X:4 Y:3 Z:13
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d05
Offset = X:2 Y:3 Z:8
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d06
Offset = X:2 Y:-3 Z:8
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d33
Offset = X:31.5 Y:4 Z:2
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d34
Offset = X:31.5 Y:-4 Z:2
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d35
Offset = X:37 Y:4 Z:2
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d36
Offset = X:37 Y:-4 Z:2
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d37
Offset = X:43 Y:0 Z:3
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
CreateDebris
ModelNames = CVBigRig_d38
Offset = X:19 Y:3 Z:8
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
End
; ----------------------------------------------
ObjectCreationList OCL_PoliceCarExplode
CreateDebris
ModelNames = CVPoliceCar_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X04
Offset = X:5.804 Y:-3.499 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X05
Offset = X:5.815 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X06
Offset = X:-7.615 Y:-3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X07
Offset = X:-8.281 Y:1.964 Z:3.926
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X08
Offset = X:-7.615 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X09
Offset = X:-2.032 Y:3.638 Z:3.925
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X10
Offset = X:0.776 Y:-0.960 Z:5.601
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X11
Offset = X:-0.897 Y:-3.735 Z:2.994
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X12
Offset = X:-1.164 Y:-1.128 Z:7.401
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X13
Offset = X:-1.164 Y:-1.498 Z:7.401
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X14
Offset = X:-3.074 Y:-0.303 Z:6.468
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X15
Offset = X:2.602 Y:3.652 Z:3.923
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = CVPoliceCar_X16
Offset = X:-9.828 Y:-1.889 Z:2.636
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
End
; ---------------------------------------------------------------------------------------
; The crushed hulk of the Crusader tank
ObjectCreationList OCL_CrusaderTank_CrushEffect
CreateObject
ObjectNames = DeadCrusaderHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
End
; ---------------------------------------------------------------------------------------
; The crushed hulk of the Technical Jeep
ObjectCreationList OCL_TechnicalJeep_CrushEffect
CreateObject
ObjectNames = DeadTechnicalJeepHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
End
; ---------------------------------------------------------------------------------------
; The crushed hulk of the Technical Van
ObjectCreationList OCL_TechnicalVan_CrushEffect
CreateObject
ObjectNames = DeadTechnicalVanHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
End
; ---------------------------------------------------------------------------------------
; The crushed hulk of the Technical Truck
ObjectCreationList OCL_TechnicalTruck_CrushEffect
CreateObject
ObjectNames = DeadTechnicalTruckHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
End
; ---------------------------------------------------------------------------------------
; The crushed hulk of the Technical Truck
ObjectCreationList OCL_RocketBuggy_CrushEffect
CreateObject
ObjectNames = DeadRocketBuggyHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SCUDLauncherDeathEffect
CreateObject
ObjectNames = DeadSCUDLauncherHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = UVScudLchr_d2
Offset = X:17.58 Y:1.971 Z:10.282
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVScudLchr_d3
Offset = X:8.581 Y:1.943 Z:9.081
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVScudLchr_d4
Offset = X:-9.828 Y:-1.889 Z:2.636
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SCUDLauncherDeathEffect
CreateObject
ObjectNames = DeadSCUDLauncherHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = UVScudLchr_d2
Offset = X:17.58 Y:1.971 Z:10.282
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVScudLchr_d3
Offset = X:8.581 Y:1.943 Z:9.081
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVScudLchr_d4
Offset = X:-9.828 Y:-1.889 Z:2.636
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
End
; ---------------------------------------------------------------------------------------
; The crushed hulk of the Crusader tank
ObjectCreationList OCL_ChinaSupplyTruck_CrushEffect
CreateObject
ObjectNames = DeadChinaSupplyTruckHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ChinaSupplyTruckDeathEffect
CreateObject
ObjectNames = DeadChinaSupplyTruckHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = NVSSupplyTk_d2
Offset = X:-6.544 Y:7.281 Z:11.163
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = NVSSupplyTk_d3
Offset = X:-6.283 Y:5.099 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = NVSSupplyTk_d4
Offset = X:-1.235 Y:-4.169 Z:10.355
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = NVSSupplyTk_d5
Offset = X:5.819 Y:5.481 Z:10.425
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
End
; -------------------------------------------------------------
ObjectCreationList OCL_InfernoCannonDeathEffect
CreateObject
ObjectNames = InfernoCannonHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = NVInferno_d2
Offset = X:-7.44 Y:0.0 Z:12.79
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = NVInferno_d3
Offset = X:-17.06 Y:-5.874 Z:12.5
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = DebrisBigMetal
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ToxinTractorDeathEffect
CreateObject
ObjectNames = DeadToxinTractorHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = UVToxinTrk_d2
Offset = X:-4.96 Y:0.0 Z:16.449
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVToxinTrk_d3
Offset = X:8.748 Y:5.123 Z:2.563
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVToxinTrk_d3
Offset = X:8.748 Y:-5.123 Z:2.563
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVToxinTrk_d4
Offset = X:-8.734 Y:7.505 Z:5.078
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = UVToxinTrk_d4
Offset = X:-8.734 Y:-7.505 Z:5.078
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = UVToxinTrk_d5
Offset = X:1.886 Y:4.701 Z:6.593
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
CreateDebris
ModelNames = UVToxinTrk_d5
Offset = X:1.886 Y:-4.701 Z:6.593
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_GLAPOWTruckDeathEffect
CreateObject
ObjectNames = DeadGLAPOWTruckHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = UVPOWTruck_d2
Offset = X:4.807 Y:0.0 Z:12.799
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVPOWTruck_d3
Offset = X:11.005 Y:6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVPOWTruck_d3
Offset = X:11.005 Y:-6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVPOWTruck_d3
Offset = X:-7.348 Y:6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVPOWTruck_d3
Offset = X:-7.348 Y:-6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVPOWTruck_d3
Offset = X:13.758 Y:6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVPOWTruck_d3
Offset = X:-13.758 Y:-6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ChinaPOWTruckDeathEffect
CreateObject
ObjectNames = DeadChinaPOWTruckHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = NVPOWTrck_d2
Offset = X:10.298 Y:0.002 Z:13.928
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = NVPOWTrck_d3
Offset = X:-11.159 Y:5.155 Z:2.16
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = NVPOWTrck_d4
Offset = X:11.51 Y:-5.176 Z:2.16
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = NVPOWTrck_d5
Offset = X:-11.159 Y:-5.155 Z:2.16
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_BombTruckDeathEffect
CreateObject
ObjectNames = DeadBombTruckHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = UVBmbTruk_d2
Offset = X:-7.248 Y:6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVBmbTruk_d2
Offset = X:-7.248 Y:-6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVBmbTruk_d2
Offset = X:-13.758 Y:6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVBmbTruk_d2
Offset = X:-13.758 Y:-6.75 Z:2.645
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVBmbTruk_d3
Offset = X:19.09 Y:0.0 Z:3.863
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = UVBmbTruk_d4
Offset = X:-18.792 Y:0.0 Z:3.863
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.83333333333
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_GenericTankDeathEffect
CreateObject
ObjectNames = DeadCrusaderHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = GXMammoth_D01
Offset = X:17.58 Y:1.971 Z:10.282
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = GXMammoth_D02
Offset = X:8.581 Y:1.943 Z:9.081
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = GXMammoth_D03
Offset = X:19.641 Y:2.261 Z:10.569
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = GXMammoth_D04
Offset = X:13.587 Y:-2.29 Z:9.715
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = GXMammoth_D05
Offset = X:6.764 Y:-2.233 Z:8.873
Mass = 7.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.4
End
CreateDebris
ModelNames = GXMammoth_D06
Offset = X:2.755 Y:-0.99 Z:8.462
Mass = 7.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.3
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = GXMammoth_D07
Offset = X:-1.818 Y:-3.702 Z:8.837
Mass = 7.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.3
End
CreateDebris
ModelNames = GXMammoth_D08
Offset = X:-2.867 Y:-3.701 Z:8.741
Mass = 7.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.3
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = GXMammoth_D09
Offset = X:-3.894 Y:0.942 Z:8.463
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.3
End
CreateDebris
ModelNames = GXMammoth_D10
Offset = X:2.963 Y:2.839 Z:8.454
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.3
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = GXMammoth_D11
Offset = X:-4.679 Y:2.206 Z:9.613
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = GXMammoth_D12
Offset = X:-3.606 Y:-3.174 Z:10.986
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_MaruaderTankDeathEffect
CreateObject
ObjectNames = DeadMarauderHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = UVMarauder_D2
Offset = X:21.593 Y:-0.018 Z:9.867
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVMarauder_D3
Offset = X:-13.092 Y:-9.332 Z:9.367
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = UVMarauder_D4
Offset = X:6.323 Y:-0.027 Z:10.282
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = DebrisBigMetal
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_PaladinTankDeathEffect
CreateObject
ObjectNames = DeadPaladinHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = AVPaladin_D2
Offset = X:-3.599 Y:-0.056 Z:9.982
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = AVPaladin_D3
Offset = X:14.031 Y:0.039 Z:10.322
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = DebrisBigMetal
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_PaladinTankDeathEffect
CreateObject
ObjectNames = DeadPaladinHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = AVPaladin_D2
Offset = X:-3.599 Y:-0.056 Z:9.982
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = AVPaladin_D3
Offset = X:14.031 Y:0.039 Z:10.322
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = DebrisBigMetal
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_ScorpionTankDeathEffect
CreateObject
ObjectNames = DeadScorpionHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = AVPowTruck_d2
Offset = X:-4.678 Y:6.497 Z:2.993
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = AVPowTruck_d3
Offset = X:-19.262 Y:0 Z:6.23
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVPowTruck_d4
Offset = X:8.721 Y:0.131 Z:14.81
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_MilitiaTankDeathEffect
CreateObject
ObjectNames = DestroyedMilitiaTank
Offset = X:-4.2 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = CVTank_D2
Offset = X:-2.647 Y:0.0 Z:6.966
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = CVTank_D3
Offset = X:6.929 Y:0.015 Z:8.772
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = CVTank_D4
Offset = X:-2.503 Y:-1.224 Z:12.018
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_RadarVanDeathEffect
CreateObject
ObjectNames = DeadRadarVanHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = UVRadarVan_d2
Offset = X:-9.721 Y:-3.801 Z:22.679
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVRadarVan_d3
Offset = X:8.551 Y:0.072 Z:16.693
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVRadarVan_d4
Offset = X:9.495 Y:5.169 Z:2.185
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_QuadCannonDeathEffect
CreateObject
ObjectNames = DeadQuadCannonHulk
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
CreateDebris
ModelNames = UVQuadCann_d2
Offset = X:-9.721 Y:-3.801 Z:22.679
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVQuadCann_d3
Offset = X:8.551 Y:0.072 Z:16.693
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = UVQuadCann_d4
Offset = X:9.495 Y:5.169 Z:2.185
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_QuadCannon_NormalExplosion
CreateDebris
ModelNames = GXMammoth_D01
Offset = X:17.58 Y:1.971 Z:10.282
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = GXMammoth_D02
Offset = X:8.581 Y:1.943 Z:9.081
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = GXMammoth_D03
Offset = X:19.641 Y:2.261 Z:10.569
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = GXMammoth_D04
Offset = X:13.587 Y:-2.29 Z:9.715
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = GXMammoth_D05
Offset = X:6.764 Y:-2.233 Z:8.873
Mass = 7.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.4
End
CreateDebris
ModelNames = GXMammoth_D06
Offset = X:2.755 Y:-0.99 Z:8.462
Mass = 7.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.3
End
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_AmericaVehicleTomahawkDie
CreateObject
ObjectNames = AmericaVehicleTomahawkHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = AVTomahawk_D2
Offset = X:-3.001 Y:5.79 Z:12.829
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.7
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = AVTomahawk_D3
Offset = X:-2.643 Y:-0.349 Z:9.954
Mass = 0.2
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.7
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = AVTomahawk_D4
Offset = X:-3.499 Y:-3.779 Z:8.132
Mass = 1
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.7
BounceSound = DebrisBigMetal
End
End
; ----------------------------------------------
ObjectCreationList OCL_ChinaVehicleNukeCannonDie
CreateObject
ObjectNames = ChinaVehicleNukeCannonHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = NVNukeCn_D2
Offset = X:3.191 Y:0 Z:7.094
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 50
MaxForceMagnitude = 60
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = NVNukeCn_D3
Offset = X:11.018 Y:0 Z:6.837
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 50
MaxForceMagnitude = 60
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = NVNukeCn_D4
Offset = X:4.195 Y:-4.84 Z:13.178
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 50
MaxForceMagnitude = 60
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
End
; ----------------------------------------------
ObjectCreationList OCL_FireHydrantExplode
CreateObject
ObjectNames = WaterSpray
Disposition = ON_GROUND_ALIGNED
End
End
; ----------------------------------------------
ObjectCreationList OCL_GenericCarExplode
CreateDebris
ModelNames = CVGeneric_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X04
Offset = X:5.804 Y:-3.499 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X05
Offset = X:5.815 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X06
Offset = X:-7.615 Y:-3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X07
Offset = X:-8.281 Y:1.964 Z:3.926
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X08
Offset = X:-7.615 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X09
Offset = X:-2.032 Y:3.638 Z:3.925
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X10
Offset = X:0.776 Y:-0.960 Z:5.601
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X11
Offset = X:-0.897 Y:-3.735 Z:2.994
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X12
Offset = X:-3.074 Y:-0.303 Z:6.468
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X13
Offset = X:2.602 Y:3.652 Z:3.923
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X14
Offset = X:-9.828 Y:-1.889 Z:2.636
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_GenericCarFloatDebris
CreateDebris
ModelNames = CVGeneric_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X04
Offset = X:5.804 Y:-3.499 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X05
Offset = X:5.815 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X06
Offset = X:-7.615 Y:-3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X07
Offset = X:-8.281 Y:1.964 Z:3.926
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X08
Offset = X:-7.615 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X09
Offset = X:-2.032 Y:3.638 Z:3.925
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X10
Offset = X:0.776 Y:-0.960 Z:5.601
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X11
Offset = X:-0.897 Y:-3.735 Z:2.994
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X12
Offset = X:-3.074 Y:-0.303 Z:6.468
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X13
Offset = X:2.602 Y:3.652 Z:3.923
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X14
Offset = X:-9.828 Y:-1.889 Z:2.636
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING FLOATING
DispositionIntensity = 0.8
End
End
; ----------------------------------------------
ObjectCreationList OCL_LimoExplode
CreateDebris
ModelNames = CVLimo3_D2
Offset = X:-15.962 Y:0.019 Z:4.649
Mass = 40
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 130
MinForcePitch = 70
MaxForcePitch = 90
SpinRate = 180
End
CreateDebris
ModelNames = CVLimo3_D3
Offset = X:13.202 Y:5.126 Z:1.975
Mass = 40
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 130
MinForcePitch = 70
MaxForcePitch = 90
SpinRate = 180
End
CreateDebris
ModelNames = CVLimo3_D4
Offset = X:-12.731 Y:-5.12 Z:1.975
Mass = 40
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 130
MinForcePitch = 70
MaxForcePitch = 90
SpinRate = 180
End
CreateDebris
ModelNames = CVLimo3_D5
Offset = X:13.62 Y:-0.013 Z:5.302
Mass = 40
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 130
MinForcePitch = 70
MaxForcePitch = 90
SpinRate = 180
End
CreateObject
ObjectNames = CarLimo03DeadHull
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = RANDOM_FORCE
End
End
; ----------------------------------------------
ObjectCreationList OCL_SmallStructureDebris
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:5
Mass = 40
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:5
Mass = 40
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:5
Mass = 40
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:5
Mass = 40
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:15
Mass = 40
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:15
Mass = 40
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:15
Mass = 40
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:15
Mass = 40
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:0 Y:0 Z:25
Mass = 40
Count = 10
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:0 Y:0 Z:40
Mass = 40
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
End
; ----------------------------------------------
ObjectCreationList OCL_ParticleUplinkDeathFinal
; SlowDeath treats two listings as an OR, so this combines the two it was using. OCL_ABPowerPlantExplode & OCL_AmericanRangerDebris06
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 6
RequiresLivePlayer = Yes
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:5
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:5
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:5
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:5
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:0 Y:0 Z:25
Mass = 30.0
Count = 10
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:0 Y:0 Z:40
Mass = 30.0
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
End
; ----------------------------------------------
ObjectCreationList OCL_GenericWallSegmentDebris
; @todo srj -- nothing for now.
; CreateDebris
; ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
; Offset = X:0 Y:0 Z:40
; Mass = 40
; Count = 5
; Disposition = SEND_IT_FLYING
; DispositionIntensity = 3
; End
End
; -----------------------------------------------------------------------------
; American Rangers can spawn slaved scout drones
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericanScoutDrone
CreateObject
Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset
ObjectNames = AmericaVehicleScoutDrone
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
; -----------------------------------------------------------------------------
; Certain American vehicles can spawn slaved battle drones
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericanBattleDrone
CreateObject
Offset = X:0 Y:0 Z:10
ObjectNames = AmericaVehicleBattleDrone
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
; -----------------------------------------------------------------------------
; American buildings spawn rangers upon death
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericanRangerDebris01
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 1
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris02
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 2
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris03
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 3
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris04
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 4
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris05
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 5
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris06
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 6
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris07
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 7
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris08
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 8
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris09
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 9
RequiresLivePlayer = Yes
End
End
ObjectCreationList OCL_AmericanRangerDebris10
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 10
RequiresLivePlayer = Yes
End
End
; ----------------------------------------------
; The death of a large structure
ObjectCreationList OCL_LargeStructureDebris
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:5
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:5
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:5
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:5
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:15
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:15
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:15
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:15
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:0 Y:0 Z:25
Mass = 40.0
Count = 10
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:0 Y:0 Z:40
Mass = 40.0
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
End
; ----------------------------------------------
; The death of a larger structure
ObjectCreationList OCL_VeryLargeStructureDebris
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:5
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:5
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:5
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:5
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:15
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:15
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:15
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:15
Mass = 40.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:-15 Y:15 Z:40
Mass = 40.0
Count = 7
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:15 Y:-15 Z:40
Mass = 40.0
Count = 7
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:-15 Y:-15 Z:40
Mass = 40.0
Count = 7
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:15 Y:15 Z:40
Mass = 40.0
Count = 7
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:0 Y:0 Z:80
Mass = 40.0
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:0 Y:0 Z:100
Mass = 30.0
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 7
BounceSound = BuildingDebris
End
End
; -----------------------------------------------------------------------------
; America War Factory Debris
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaWarFactoryDebris
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:45 Y:-11 Z:15
Mass = 30.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-33 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-11 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-45 Y:-33 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-45 Y:11 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:33 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-11 Z:25
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-33 Z:20
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:-45 Y:-11 Z:20
Mass = 30.0
Count = 10
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:-15 Y:11 Z:20
Mass = 30.0
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
End
; ----------------------------------------------
ObjectCreationList OCL_ABPowerPlantExplode
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:5
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:5
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:5
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:5
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:15 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:15 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:15
Mass = 30.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:0 Y:0 Z:25
Mass = 30.0
Count = 10
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:0 Y:0 Z:40
Mass = 30.0
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
End
; ----------------------------------------------------------------------------
ObjectCreationList OCL_ABStingerSiteDebris
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:5
Mass = 20.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:-15 Y:15 Z:5
Mass = 20.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:5
Mass = 20.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:15 Y:15 Z:5
Mass = 20.0
Count = 3
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:0 Y:0 Z:20
Mass = 20.0
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
End
; ----------------------------------------------------------------------------
ObjectCreationList OCL_ABTunnelNetworkDebris
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:15 Y:-15 Z:0
Mass = 20.0
Count = 2
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:-15 Y:15 Z:0
Mass = 20.0
Count = 2
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
Offset = X:-15 Y:-15 Z:0
Mass = 20.0
Count = 2
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
Offset = X:15 Y:15 Z:0
Mass = 20.0
Count = 2
Disposition = SEND_IT_FLYING
DispositionIntensity = 3
BounceSound = BuildingDebris
End
CreateDebris
ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
Offset = X:0 Y:0 Z:15
Mass = 20.0
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
BounceSound = BuildingDebris
End
End
; ----------------------------------------------------------------------------
; GLA Death
; ----------------------------------------------------------------------------
ObjectCreationList OCL_TechnicalAirDeathStart
ApplyRandomForce
MinForceMagnitude = 60
MaxForceMagnitude = 100
MinForcePitch = 70
MaxForcePitch = 90
SpinRate = 120
End
CreateDebris
ModelNames = UITech_Man_SKN
AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
FXFinal = FX_TechnicalGunnerHitsGround
OkToChangeModelColor = Yes
IgnorePrimaryObstacle = Yes
Mass = 5.0
Disposition = RANDOM_FORCE
OrientInForceDirection = Yes
ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec)
MinForceMagnitude = 12
MaxForceMagnitude = 15
MinForcePitch = 70
MaxForcePitch = 80
End
End
; ----------------------------------------------------------------------------
; GLA Terrorist Suicide-bomber Death (the high version)
; ----------------------------------------------------------------------------
ObjectCreationList OCL_TerroristDeathHigh
ApplyRandomForce
MinForceMagnitude = 50
MaxForceMagnitude = 70
MinForcePitch = 100
MaxForcePitch = 130
SpinRate = 120
End
CreateDebris
ModelNames = UITRST_SKN
AnimationSet = UITRST_SKL.UITRST_DTB1 UITRST_SKL.UITRST_DTB2 UITRST_SKL.UITRST_DTB3
FXFinal = FX_TechnicalGunnerHitsGround
OkToChangeModelColor = Yes
IgnorePrimaryObstacle = Yes
Mass = 5.0
Disposition = RANDOM_FORCE
OrientInForceDirection = Yes
ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec)
MinForceMagnitude = 12
MaxForceMagnitude = 15
MinForcePitch = 100
MaxForcePitch = 130
End
End
; ----------------------------------------------------------------------------
; GLARocketBuggy Death
; ----------------------------------------------------------------------------
ObjectCreationList OCL_RocketBuggyAirDeathStart
CreateObject
ObjectNames = GLARocketBuggyFullDebris
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 200
MinForcePitch = 70
MaxForcePitch = 90
SpinRate = 180
End
End
; ----------------------------------------------------------------------------
ObjectCreationList OCL_RocketBuggyAirDeath
CreateDebris
ModelNames = UVRockBug_D2 ;Tire
Mass = 2.0
ExtraBounciness = 0.1 ; positive makes it extra bouncy, negative makes it less bouncy
Count = 4
Disposition = RANDOM_FORCE
MinForceMagnitude = 4
MaxForceMagnitude = 6
MinForcePitch = 0
MaxForcePitch = 360
SpinRate = 180
End
CreateDebris
ModelNames = UVRockBug_D3 ; scrap
Mass = 4.0
ExtraBounciness = -0.15 ; positive makes it extra bouncy, negative makes it less bouncy
Count = 8
Disposition = RANDOM_FORCE
MinForceMagnitude = 4
MaxForceMagnitude = 6
MinForcePitch = 0
MaxForcePitch = 360
SpinRate = 180
BounceSound = VehicleDebris
End
End
; ----------------------------------------------
ObjectCreationList OCL_BuggyRocketScatter
CreateObject
ObjectNames = RocketBuggyMissileDebris
Count = 5
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 60
MinForcePitch = 70
MaxForcePitch = 90
End
End
; ----------------------------------------------
ObjectCreationList OCL_BurnedCarHull
CreateDebris
ModelNames = CVCarHulk
Mass = 50.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 200
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 200
BounceSound = DebrisBigMetal
End
End
; ----------------------------------------------
ObjectCreationList OCL_CarWallExplode
CreateDebris
ModelNames = CVCarHulk
Offset = X:10 Y:0 Z:2
Mass = 50.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 20
MaxForceMagnitude = 30
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 100
End
CreateDebris
ModelNames = CVCarHulk
Offset = X:0 Y:0 Z:2
Mass = 50.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 20
MaxForceMagnitude = 30
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 100
End
CreateDebris
ModelNames = CVCarHulk
Offset = X:-10 Y:0 Z:2
Mass = 50.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 20
MaxForceMagnitude = 30
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 100
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_BurningEmbers
CreateObject
ObjectNames = BurningEmber
Offset = X:0 Y:0 Z:20
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 2
MaxForceMagnitude = 4
MinForcePitch = 60
MaxForcePitch = 70
ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
ExtraFriction = 30 ; or slide (friction/sec)
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_CrusaderTurret
CreateDebris
ModelNames = AVLeopard_D2
Offset = X:0.491 Y:0.028 Z:7.717
Count = 1
Mass = 50.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 150
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 300
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = AVLeopard_D3
Offset = X:15.684 Y:0.942 Z:8.729
Count = 1
Mass = 50.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 150
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 300
BounceSound = DebrisBigMetal
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_OverlordTurret
CreateDebris
ModelNames = AVCrusader_D2
Count = 1
Mass = 60.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 150
MaxForceMagnitude = 225
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 200
BounceSound = DebrisBigMetal
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_OverlordGattlingCannon
CreateObject
ObjectNames = ChinaTankOverlordGattlingCannon
Count = 1
ContainInsideSourceObject = Yes
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_OverlordPropagandaTower
CreateObject
ObjectNames = ChinaTankOverlordPropagandaTower
Count = 1
ContainInsideSourceObject = Yes
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_OverlordBattleBunker
CreateObject
ObjectNames = ChinaTankOverlordBattleBunker
Count = 1
ContainInsideSourceObject = Yes
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DragonDebris
CreateDebris
ModelNames = NVDragon_D2
Offset = X:-5.699 Y:3.342 Z:4.488
Count = 1
Mass = 3.5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = NVDragon_D2
Offset = X:-5.699 Y:-3.738 Z:4.488
Count = 1
Mass = 40
Disposition = RANDOM_FORCE
MinForceMagnitude = 80
MaxForceMagnitude = 100
SpinRate = 180
MinForcePitch = 75
MaxForcePitch = 90
End
CreateDebris
ModelNames = NVDragon_D2
Offset = X:-7.364 Y:0.0 Z:8.32
Count = 1
Mass = 3.5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = NVDragon_D3
Offset = X:3.655 Y:0.0 Z:11.703
Count = 1
Mass = 4.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
BounceSound = VehicleDebris
End
CreateObject
ObjectNames = ChinaTankDragonDeadHull
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = RANDOM_FORCE
End
End
; ----------------------------------------------
ObjectCreationList OCL_StructureToppleInitial
CreateDebris
ModelNames = CVGeneric_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X04
Offset = X:5.804 Y:-3.499 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X05
Offset = X:5.815 Y:3.508 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X06
Offset = X:-7.615 Y:-3.508 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X07
Offset = X:-8.281 Y:1.964 Z:3.926
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
End
; ----------------------------------------------
ObjectCreationList OCL_StructureToppleDelay
CreateDebris
ModelNames = CVGeneric_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X04
Offset = X:5.804 Y:-3.499 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X05
Offset = X:5.815 Y:3.508 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X06
Offset = X:-7.615 Y:-3.508 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X07
Offset = X:-8.281 Y:1.964 Z:3.926
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
End
; ----------------------------------------------
ObjectCreationList OCL_StructureToppleCrush
CreateDebris
ModelNames = CVGeneric_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
End
; ----------------------------------------------
ObjectCreationList OCL_StructureCollapseInitial
CreateDebris
ModelNames = CVGeneric_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X04
Offset = X:5.804 Y:-3.499 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X05
Offset = X:5.815 Y:3.508 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X06
Offset = X:-7.615 Y:-3.508 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = CVGeneric_X07
Offset = X:-8.281 Y:1.964 Z:3.926
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
End
; ----------------------------------------------
ObjectCreationList OCL_StructureCollapseDelay
CreateDebris
ModelNames = CVGeneric_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X04
Offset = X:5.804 Y:-3.499 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X05
Offset = X:5.815 Y:3.508 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X06
Offset = X:-7.615 Y:-3.508 Z:1.245
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = CVGeneric_X07
Offset = X:-8.281 Y:1.964 Z:3.926
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
End
; ----------------------------------------------
ObjectCreationList OCL_StructureCollapseFinal
CreateDebris
ModelNames = CVGeneric_X01
Offset = X:6.7 Y:2.098 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X02
Offset = X:6.824 Y:-0.988 Z:2.972
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = CVGeneric_X03
Offset = X:-7.314 Y:-1.325 Z:4.546
Mass = 1.2
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ComancheBlades
CreateObject
ObjectNames = ComancheBlades
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
SpinRate = 50
MinLifetime = 99999999 ; we destroy in the object collide
MaxLifetime = 99999999 ; with ground module
End
End
; -----------------------------------------------------------------------------
; Helicopter starting death sequence
; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelicopterStartDeath
CreateDebris
ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
End
; -----------------------------------------------------------------------------
; Helicopter "blade" explosion phase in a chopper spirialing down to death
; Also, escape pod is ejected
; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelicopterBladeExplosion
CreateDebris
ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
Count = 3
Mass = 10.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
ParticleSystem = BuggyDebrisTireTrail
End
CreateDebris
ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08
Count = 3
Mass = 10.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.1
End
End
; -----------------------------------------------------------------------------
; The helicopter hit ground effect
; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelicopterHitGround
CreateDebris
ModelNames = AVComanche_D5 ; These are the helicopter blades
Count = 4
Mass = 6.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
End
End
; -----------------------------------------------------------------------------
; The helicopter on the ground finally blows up effect
; -----------------------------------------------------------------------------
ObjectCreationList OCL_GroundedHelicopterBlowUp
CreateDebris
ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Count = 4
Mass = 5.0
Disposition = SEND_IT_UP
DispositionIntensity = 1.5
End
End
; -----------------------------------------------------------------------------
; Eject a pilot via placing him the ground near the dead hulk.
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EjectPilotOnGround
CreateObject
ObjectNames = AmericaInfantryPilot
IgnorePrimaryObstacle = Yes
InheritsVeterancy = Yes
Disposition = RANDOM_FORCE
MinForceMagnitude = 2
MaxForceMagnitude = 3
MinForcePitch = 50
MaxForcePitch = 60
SpinRate = 0
InvulnerableTime = 2000;milliseconds
RequiresLivePlayer = Yes
End
End
; -----------------------------------------------------------------------------
; Eject a pilot via direct paradrop.
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EjectPilotViaParachute
CreateObject
ObjectNames = AmericaInfantryPilot
PutInContainer = AmericaParachute
IgnorePrimaryObstacle = Yes
InheritsVeterancy = Yes
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 12
MinForcePitch = 50
MaxForcePitch = 60
SpinRate = 0
InvulnerableTime = 2000;milliseconds
RequiresLivePlayer = Yes
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; Eject a cinematic pilot via direct paradrop.
; -----------------------------------------------------------------------------
ObjectCreationList OCL_CINE_EjectPilotViaParachute
CreateObject
ObjectNames = CINE_AmericaInfantryPilot
PutInContainer = AmericaParachute
IgnorePrimaryObstacle = Yes
InheritsVeterancy = Yes
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 12
MinForcePitch = 50
MaxForcePitch = 60
SpinRate = 0
InvulnerableTime = 2000;milliseconds
RequiresLivePlayer = Yes
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_DaisyCutter
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = DaisyCutterBomb
DeliveryDistance = 140
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCFuelAirBomb_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_NeutronMissile
FireWeapon
Weapon = NeutronMissileWeapon
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ScudStorm
Attack
WeaponSlot = PRIMARY
NumberOfShots = 9
DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius
DeliveryDecal
Texture = SCCScudStorm_GLA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:33 G:255 B:67 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ArtilleryBarrage1
DeliverPayload
Transport = ChinaArtilleryCannon
FormationSize = 12
FormationSpacing = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DeliveryDistance = 250 ;distance from target allowed to start/stop dropping.
WeaponErrorRadius = 100 ; how bad the artillerist is
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!"
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'
DeliveryDecalRadius = 125
DeliveryDecal
Texture = SCCArtilleryBarrage_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ArtilleryBarrage2
DeliverPayload
Transport = ChinaArtilleryCannon
FormationSize = 24
FormationSpacing = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DeliveryDistance = 250 ;distance from target allowed to start/stop dropping.
WeaponErrorRadius = 100 ; how bad the artillerist is
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!"
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'
DeliveryDecalRadius = 125
DeliveryDecal
Texture = SCCArtilleryBarrage_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ArtilleryBarrage3
DeliverPayload
Transport = ChinaArtilleryCannon
FormationSize = 36
FormationSpacing = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DeliveryDistance = 250 ;distance from target allowed to start/stop dropping.
WeaponErrorRadius = 100 ; how bad the artillerist is
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!"
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'
DeliveryDecalRadius = 125
DeliveryDecal
Texture = SCCArtilleryBarrage_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_NapalmStrike
DeliverPayload
Transport = ChinaJetMIGNapalmStriker
FormationSize = 5
FormationSpacing = 35.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = NapalmMissile 1
FireWeapon = Yes
DeliveryDistance = 300
WeaponConvergenceFactor = 1.0
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCNapalmStrike_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1
DeliverPayload
Transport = AmericaJetA10Thunderbolt
FormationSize = 1
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DropDelay = 500 ;time in between each set of items dropped (if more than one)
DeliveryDistance = 450 ;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time
VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped.
VisibleNumBones = 6 ;Number of bones.
VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
DiveStartDistance = 500
DiveEndDistance = 300
StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range)
StrafeLength = 450
StrafeWeaponFX = FX_DamageTankStruckSmallArms
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2
DeliverPayload
Transport = AmericaJetA10Thunderbolt
FormationSize = 2
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DropDelay = 500 ;time in between each set of items dropped (if more than one)
DeliveryDistance = 450 ;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time
VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped.
VisibleNumBones = 6 ;Number of bones.
VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
DiveStartDistance = 500
DiveEndDistance = 300
StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range)
StrafeLength = 450
StrafeWeaponFX = FX_DamageTankStruckSmallArms
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3
DeliverPayload
Transport = AmericaJetA10Thunderbolt
FormationSize = 3
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DropDelay = 500 ;time in between each set of items dropped (if more than one)
DeliveryDistance = 450 ;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time
VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped.
VisibleNumBones = 6 ;Number of bones.
VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
DiveStartDistance = 500
DiveEndDistance = 300
StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range)
StrafeLength = 450
StrafeWeaponFX = FX_DamageTankStruckSmallArms
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_TerrorCell
CreateObject
ObjectNames = GLAInfantryTerrorist
Count = 5
SpreadFormation = Yes
MinDistanceAFormation = 20.0
MinDistanceBFormation = 30.0
MaxDistanceFormation = 400.0
FadeIn = Yes
FadeTime = 3000
FadeSound = TerrorCellActivated
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RepairVehicles1
CreateObject
ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level1
Count = 1
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RepairVehicles2
CreateObject
ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level2
Count = 1
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RepairVehicles3
CreateObject
ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level3
Count = 1
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_SpySatellite
CreateObject
ObjectNames = SpySatellitePing
Count = 1
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_SpyDrone
CreateObject
ObjectNames = AmericaVehicleSpyDrone
Disposition = LIKE_EXISTING
Count = 1
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RadarVanScan
CreateObject
ObjectNames = RadarVanPing
Count = 1
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RebelAmbush1
CreateObject
ObjectNames = GLAInfantryRebel
Count = 4
SpreadFormation = Yes
MinDistanceAFormation = 20.0
MinDistanceBFormation = 30.0
MaxDistanceFormation = 400.0
FadeIn = Yes
FadeTime = 3000
; FadeSound = RebelAmbushActivated
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RebelAmbush2
CreateObject
ObjectNames = GLAInfantryRebel
Count = 8
SpreadFormation = Yes
MinDistanceAFormation = 20.0
MinDistanceBFormation = 30.0
MaxDistanceFormation = 400.0
FadeIn = Yes
FadeTime = 3000
; FadeSound = RebelAmbushActivated
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RebelAmbush3
CreateObject
ObjectNames = GLAInfantryRebel
Count = 16
SpreadFormation = Yes
MinDistanceAFormation = 20.0
MinDistanceBFormation = 30.0
MaxDistanceFormation = 400.0
FadeIn = Yes
FadeTime = 3000
; FadeSound = RebelAmbushActivated
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; The black market nuke doesn't have any art yet so right now it is going
; to use the daisy cutter animation/bomb stuff -- only because this is going
; to be a nuke dropped from a plane
ObjectCreationList SUPERWEAPON_BlackMarketNuke
DeliverPayload
Transport = GLAJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = BlackMarketNuke
DeliveryDistance = 140
DeliveryDecalRadius = 100
DeliveryDecal
Texture = EXTargeterAlpha
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_DetonateDirtyNuke
CreateObject
ObjectNames = CargoTruckNuke
MinLifetime = 3000 ; min lifetime in msec
MaxLifetime = 3000 ; max lifetime in msec
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DirtyNuke
CreateObject
ObjectNames = CargoTruckNuke
MinLifetime = 1 ; min lifetime in msec
MaxLifetime = 1 ; max lifetime in msec
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; The anthrax bomb doesn't have any art yet so right now it is going
; to use the daisy cutter animation/bomb stuff -- only because this is going
; to be a nuke dropped from a plane
ObjectCreationList SUPERWEAPON_AnthraxBomb
DeliverPayload
Transport = GLAJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = AnthraxBomb
DeliveryDistance = 140
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCAnthraxBomb_GLA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:33 G:255 B:67 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop1
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 150 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 5
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop2
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 10
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop3
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 10
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = No
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 10
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ClusterMines
DeliverPayload
Transport = ChinaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = ClusterMinesBomb 1
DeliveryDistance = 140
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCClusterMines_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_EMPPulse
DeliverPayload
Transport = ChinaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = EMPPulseBomb 1
DeliveryDistance = 150
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCEMPPulse_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:40 G:110 B:210 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_CrateDrop
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-5
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
PutInContainer = AmericaParachute
Payload = 200DollarCrate 10
DeliveryDistance = 250
DeliveryDecalRadius = 100
DeliveryDecal
Texture = EXTargeterAlpha
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_CarpetBomb
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
Payload = CarpetBomb 15
DeliveryDistance = 400
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaSupplyDropZoneCrateDrop
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-5
DropDelay = 350
PutInContainer = AmericaCrateParachute
Payload = SupplyDropZoneCrate 6
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
; up on the target instead of parachuting to the spot below their drop point.
DeliveryDistance = 410
End
End
; -----------------------------------------------------------------------------
; The daisy cutter bomb blows up and releases these objects to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DaisyCutterExplode
; This daisy cutter gas is the actual object that does the damage
CreateObject
ObjectNames = DaisyCutterGas
Disposition = LIKE_EXISTING
End
; Random debris for the bomb shell breaking up
CreateDebris
ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
End
End
; -----------------------------------------------------------------------------
; The EMP bomb blows up and releases these objects to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EMPPulseEffectSpheroids
CreateObject
ObjectNames = EMPPulseEffectSpheroid
Count = 1; Used to be 3... MLorenzen changed, Monday Nov. 11
End
End
; -----------------------------------------------------------------------------
; Infantry who die to flame damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_FlamingInfantry
CreateObject
ObjectNames = FlamingInfantry
Disposition = LIKE_EXISTING
SkipIfSignificantlyAirborne = Yes
End
End
; -----------------------------------------------------------------------------
; Infantry who die to toxic damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxicInfantry
CreateObject
ObjectNames = ToxicInfantry
Disposition = LIKE_EXISTING
SkipIfSignificantlyAirborne = Yes
End
End
; -----------------------------------------------------------------------------
; Infantry who die to toxic anthrax beta damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxicInfantryBeta
CreateObject
ObjectNames = ToxicInfantryBeta
Disposition = LIKE_EXISTING
SkipIfSignificantlyAirborne = Yes
End
End
; -----------------------------------------------------------------------------
; Terrorists who die to toxic damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_GLAToxicInfantry
CreateObject
ObjectNames = GLAToxicInfantry
Disposition = LIKE_EXISTING
SkipIfSignificantlyAirborne = Yes
End
End
; -----------------------------------------------------------------------------
; Terrorists who die to toxic anthrax beta damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_GLAToxicInfantryBeta
CreateObject
ObjectNames = GLAToxicInfantryBeta
Disposition = LIKE_EXISTING
SkipIfSignificantlyAirborne = Yes
End
End
; -----------------------------------------------------------------------------
; The windmill blades and the roof of the hut for the GLA power plant
; -----------------------------------------------------------------------------
ObjectCreationList OCL_GLAPowerPlantDeathFinal
; Hut roof
CreateDebris
ModelNames = UBPwrPlant_D2
Offset = X:-9.08 Y:-8.547 Z:16.598
Count = 1
Mass = 50.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 150
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = BuildingDebris
End
;Windmill blades
CreateObject
ObjectNames = GLAPowerPlantWindmillBlade
Offset = X:-3.532 Y:37.388 Z:27.822
Count = 3
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 150
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 1000
End
End
; -----------------------------------------------------------------------------
; Chunks of Humvee
; -----------------------------------------------------------------------------
ObjectCreationList OCL_InitialHumveeDebris
CreateObject
ObjectNames = AmericaVehicleHumveeDeadHull
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = RANDOM_FORCE
End
End
ObjectCreationList OCL_FinalHumveeDebris
CreateDebris
ModelNames = AVHUMMER_D2 ;tire
Offset = X:-7.098 Y:5.7 Z:2.9
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVHUMMER_D2 ;tire
Offset = X:10.407 Y:-5.7 Z:2.9
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVHUMMER_D3 ;door
Offset = X:.071 Y:6.73 Z:7.273
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 50
MaxForceMagnitude = 60
MinForcePitch = 60
MaxForcePitch = 70
SpinRate = 90
BounceSound = VehicleDebris
End
; Random debris
CreateDebris
ModelNames = AVHUMMER_D3 ;door
Offset = X:.071 Y:-6.73 Z:7.273
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 60
MinForcePitch = 60
MaxForcePitch = 70
SpinRate = 90
BounceSound = VehicleDebris
End
;extra generic bits
CreateDebris
ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = .5
End
End
; -----------------------------------------------------------------------------
; Chunks of Ambulance
; -----------------------------------------------------------------------------
ObjectCreationList OCL_FinalAmbulanceDebris
CreateObject
ObjectNames = AmericaVehicleAmbulanceDeadHull
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = RANDOM_FORCE
End
CreateDebris
ModelNames = AVAmbulance_D2 ;tire
Offset = X:-7.098 Y:5.7 Z:2.9
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVAmbulance_D2 ;tire
Offset = X:10.407 Y:-5.7 Z:2.9
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVAmbulance_D3 ;door
Offset = X:.071 Y:6.73 Z:7.273
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 50
MaxForceMagnitude = 60
MinForcePitch = 60
MaxForcePitch = 70
SpinRate = 90
BounceSound = VehicleDebris
End
; Random debris
CreateDebris
ModelNames = AVAmbulance_D3 ;door
Offset = X:.071 Y:-6.73 Z:7.273
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 60
MinForcePitch = 60
MaxForcePitch = 70
SpinRate = 90
BounceSound = VehicleDebris
End
;extra generic bits
CreateDebris
ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = .5
End
End
; -----------------------------------------------------------------------------
; Chunks of Troop Crawler
; -----------------------------------------------------------------------------
ObjectCreationList OCL_InitialTroopCrawlerDebris
CreateObject
ObjectNames = ChinaVehicleTroopCrawlerDeadHull
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = RANDOM_FORCE
End
End
ObjectCreationList OCL_FinalTroopCrawlerDebris
;extra generic bits
CreateObject
ObjectNames = ChinaVehicleTroopCrawlerDeadHull
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = RANDOM_FORCE
End
CreateDebris
ModelNames = NVTCRAWLER_D2 ;tire
Offset = X:3.869 Y:-6.784 Z:3.215
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = NVTCRAWLER_D3 ;tire
Offset = X:-14.729 Y:-6.924 Z:3.452
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = NVTCRAWLER_D4 ;tire
Offset = X:-15.097 Y:6.728 Z:3.585
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = NVTCRAWLER_D5 ;tire
Offset = X:11.096 Y:6.894 Z:3.145
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = VehicleDebris
End
;extra generic bits
CreateDebris
ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = .5
End
End
; -----------------------------------------------------------------------------
; BattleMaster death
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ChinaTankBattleMasterDebris
CreateObject
ObjectNames = ChinaVehicleBattleMasterDeadHull
Offset = X:0 Y:0.0 Z:0
Count = 1
Disposition = RANDOM_FORCE
End
CreateDebris
ModelNames = NVBtMstr_D2
Offset = X:2.506 Y:0.0 Z:7.044
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = NVBtMstr_D3
Offset = X:7.366 Y:0.0 Z:9.024
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 50
MaxForceMagnitude = 60
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
; Extra bits
CreateDebris
ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = .5
End
End
; -----------------------------------------------------------------------------
; The radar dish and the gun barrel debris for the overlord tank
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ChinaTankOverlordDebris
; Radar Dish
CreateDebris
ModelNames = NVOvrlrd_D2
Offset = X:-1.492 Y:0.0 Z:17.946
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
; Random debris
CreateDebris
ModelNames = NVOvrlrd_D3
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 50
MaxForceMagnitude = 60
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
; Random debris
CreateDebris
ModelNames = NVOvrlrd_D4
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 60
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
; Gun Barrel
CreateObject
ObjectNames = ChinaTankOverlordBarrelDebris
Offset = X:-8.84 Y:-7.283 Z:12.54
Count = 1
Disposition = RANDOM_FORCE
MinForceMagnitude = 100
MaxForceMagnitude = 150
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 45
End
; Burned out hull
CreateObject
ObjectNames = ChinaTankOverlordDeadHull
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = RANDOM_FORCE
End
End
; -----------------------------------------------------------------------------
; The exploding gattling tank debris
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ChinaTankGattlingDebris
CreateObject
ObjectNames = DeadChinaGattlingTankHulk
Offset = X:-6.62 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
CreateDebris
ModelNames = NVGattTank_D2 ; borrowing a turret body debris from batmaster
Offset = X:2.506 Y:0.0 Z:7.044
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 40
MaxForceMagnitude = 50
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
CreateDebris
ModelNames = NVGattTank_D3 ; borrowing a turret barrel debris
Offset = X:7.366 Y:0.0 Z:9.024
Count = 1
Mass = 20.0
Disposition = RANDOM_FORCE
MinForceMagnitude = 50
MaxForceMagnitude = 60
MinForcePitch = 85
MaxForcePitch = 90
SpinRate = 90
BounceSound = DebrisBigMetal
End
; Extra bits
CreateDebris
ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = .5
End
End
; -----------------------------------------------------------------------------
; The dam breaking creates the waveguide object
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DamDie
CreateObject
ObjectNames = WaveGuide
Count = 1
Disposition = LIKE_EXISTING
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ChinaDozerExplode
CreateObject
ObjectNames = ChinaDeadDozerHulk
Offset = X:-6.62 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
CreateDebris
ModelNames = nvconstdoz_D2
Offset = X:8.93 Y:0.0 Z:4.13
Mass = 10
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.8
End
CreateDebris
ModelNames = nvconstdoz_D3
Offset = X:5.224 Y:-3.613 Z:10.611
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.6
End
CreateDebris
ModelNames = nvconstdoz_D4
Offset = X:-2.588 Y:-9.683 Z:3.87
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = AVScrap2
Offset = X:-0.805 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = AVScrap2
Offset = X:-14.235 Y:-3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = AVScrap2
Offset = X:-14.901 Y:1.964 Z:3.926
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = AVScrap5
Offset = X:-14.235 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.7
End
CreateDebris
ModelNames = AVScrap5
Offset = X:-8.652 Y:3.638 Z:3.925
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = AVScrap5
Offset = X:-5.844 Y:-0.960 Z:5.601
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.7
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaDozerExplode
CreateObject
ObjectNames = AmericaDeadDozerHulk
Offset = X:-7.962 Y:0.0 Z:0.0
Count = 1
Disposition = LIKE_EXISTING
End
CreateDebris
ModelNames = avconstdoz_D2
Offset = X:3.38 Y:-5.0 Z:1.0
Mass = 10
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.8
End
CreateDebris
ModelNames = avconstdoz_D2
Offset = X:-17.962 Y:-5.0 Z:1.0
Mass = 10
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.8
End
CreateDebris
ModelNames = avconstdoz_D2
Offset = X:-17.962 Y:5.0 Z:1.0
Mass = 10
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.8
End
CreateDebris
ModelNames = avconstdoz_D3
Offset = X:8.93 Y:0.0 Z:4.13
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.6
End
CreateDebris
ModelNames = avconstdoz_D4
Offset = X:-2.588 Y:-9.683 Z:3.87
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = avconstdoz_D5
Offset = X:-0.805 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = AVScrap2
Offset = X:-14.235 Y:-3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.8
End
CreateDebris
ModelNames = AVScrap2
Offset = X:-14.901 Y:1.964 Z:3.926
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = AVScrap5
Offset = X:-14.235 Y:3.508 Z:1.245
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 0.7
End
CreateDebris
ModelNames = AVScrap5
Offset = X:-8.652 Y:3.638 Z:3.925
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.0
End
CreateDebris
ModelNames = AVScrap5
Offset = X:-5.844 Y:-0.960 Z:5.601
Mass = 5
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.7
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaScoutDroneExplode
CreateObject
ObjectNames = AmericaScoutDroneHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = AVScoutDr_D2 ;propellor
Offset = X:-8.5 Y:0.0 Z:2.4
Mass = 8
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
MinForceMagnitude = 5
MaxForceMagnitude = 6
MinForcePitch = 60
MaxForcePitch = 90
SpinRate = 100
End
CreateDebris
ModelNames = AVScoutDr_D3 ;wing 1 of 2
Offset = X:0.0 Y:5.0 Z:0.0
Mass = 4.2
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.7
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVScoutDr_D3 ;wing 2 of 2
Offset = X:0.0 Y:-5.0 Z:0.0
Mass = 2.2
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.7
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVScoutDr_D4 ;flat panel?
Offset = X:-7.75 Y:-2.1 Z:1.16
Mass = 4
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.7
BounceSound = VehicleDebris
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaBattleDroneExplode
CreateObject
ObjectNames = AmericaBattleDroneHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.5
End
CreateDebris
ModelNames = AVBattleDr_D2
Offset = X:-8.5 Y:0.0 Z:2.4
Mass = 8
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVBattleDr_D3
Offset = X:0.0 Y:5.0 Z:0.0
Mass = 4
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 0.7
BounceSound = VehicleDebris
End
End
;------------------------------------------------------------------------------
;Raptor has just been killed
;------------------------------------------------------------------------------
ObjectCreationList OCL_RaptorDeathInitial
;The left wing broken off
CreateDebris
ModelNames = AVRaptor_D4
Offset = X:-5.598 Y:8.188 Z:0.04
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.5
MinForcePitch = 0.0
MaxForcePitch = 40.0
SpinRate = 20.0
End
End
;------------------------------------------------------------------------------
;Secondary explosion to take place after a delay specified in the
;JetSlowDeathBehavior module
;------------------------------------------------------------------------------
ObjectCreationList OCL_RaptorDeathSecondary
End
;------------------------------------------------------------------------------
;Dying raptor just hit the ground
;------------------------------------------------------------------------------
ObjectCreationList OCL_RaptorDeathHitGround
;
;This is the main fuselage of the raptor
;The subobject will explode on impact... and can have
;effects while it crashes.
;
;This is the vertical stabilizer that rips off
CreateDebris
ModelNames = AVRaptor_D2
Offset = X:-7.999 Y:4.314 Z:2.86
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.5
MinForcePitch = 0.0
MaxForcePitch = 20.0
SpinRate = 50.0
End
;The horizontal stabilizer broken off
CreateDebris
ModelNames = AVRaptor_D3
Offset = X:-12.822 Y:-6.425 Z:0.234
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.5
MinForcePitch = 0.0
MaxForcePitch = 30.0
SpinRate = 30.0
End
;The left wing broken off
CreateDebris
ModelNames = AVRaptor_D4
Offset = X:-5.598 Y:8.188 Z:0.04
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.5
MinForcePitch = 0.0
MaxForcePitch = 40.0
SpinRate = 20.0
End
End
;------------------------------------------------------------------------------
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_RaptorDeathFinalBlowUp
CreateObject
ObjectNames = AmericaJetRaptorHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.4
MinForcePitch = 0.0
MaxForcePitch = 10.0
RollRate = 0.0
PitchRate = 0.0
YawRate = 0.0
End
End
;------------------------------------------------------------------------------
ObjectCreationList OCL_BigPlaneDeath
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:-40.0 Y:0.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:-20.0 Y:0.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:0.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:20.0 Y:0.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:40.0 Y:0.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:-30.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:-15.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:15.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:30.0 Z:0.0
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.5
End
End
;------------------------------------------------------------------------------
ObjectCreationList OCL_AmericaJetCargoDeathStart
; CreateObject
; ObjectNames = AmericaJetCargoHulk
; Offset = X:0.0 Y:0.0 Z:0.0
; Count = 1
; Disposition = LIKE_EXISTING INHERIT_VELOCITY
; End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:-40.0 Y:0.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1100
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:-20.0 Y:0.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1100
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:0.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1100
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:20.0 Y:0.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1100
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:40.0 Y:0.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1100
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:-30.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1100
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:-15.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1600
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:15.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1100
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:30.0 Z:0.0
Count = 3
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1.0
ParticleSystem = JetExplosionTrailDebris
MinLifetime = 400
MaxLifetime = 1100
End
End
;------------------------------------------------------------------------------
ObjectCreationList OCL_AmericaJetCargoHulkDeath
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:-40.0 Y:0.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:-20.0 Y:0.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:0.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:20.0 Y:0.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:40.0 Y:0.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:-30.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:-15.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:15.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Offset = X:0.0 Y:30.0 Z:0.0
Count = 2
Mass = 5.0
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = .66
End
End
;------------------------------------------------------------------------------
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_A10DeathFinalBlowUp
CreateObject
ObjectNames = AmericaJetA10Hulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.4
MinForcePitch = 0.0
MaxForcePitch = 10.0
RollRate = 0.0
PitchRate = 0.0
YawRate = 0.0
End
End
;------------------------------------------------------------------------------
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_A10DeathHitGround
;wings that rips off
CreateDebris
ModelNames = AVWarthog_D2
Offset = X:-7.999 Y:4.314 Z:2.86
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 1.5
MinForcePitch = 0.0
MaxForcePitch = 20.0
SpinRate = 50.0
MinLifetime = 4000
MaxLifetime = 6000
End
CreateDebris
ModelNames = AVWarthog_D2
Offset = X:7.999 Y:4.314 Z:2.86
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 1.5
MinForcePitch = 0.0
MaxForcePitch = 20.0
SpinRate = 50.0
MinLifetime = 4000
MaxLifetime = 6000
End
;engines rip off
CreateDebris
ModelNames = AVWarthog_D3
Offset = X:-2.822 Y:-6.425 Z:0.234
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 1.5
MinForcePitch = 0.0
MaxForcePitch = 30.0
SpinRate = 30.0
MinLifetime = 4000
MaxLifetime = 6000
End
CreateDebris
ModelNames = AVWarthog_D3
Offset = X:2.822 Y:-6.425 Z:0.234
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 1.5
MinForcePitch = 0.0
MaxForcePitch = 30.0
SpinRate = 30.0
MinLifetime = 4000
MaxLifetime = 6000
End
End
;------------------------------------------------------------------------------
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_StealthDeathFinalBlowUp
CreateObject
ObjectNames = AmericaJetStealthHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.4
MinForcePitch = 0.0
MaxForcePitch = 10.0
RollRate = 0.0
PitchRate = 0.0
YawRate = 0.0
End
End
;------------------------------------------------------------------------------
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_AuroraDeathFinalBlowUp
CreateObject
ObjectNames = AmericaJetAuroraHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.4
MinForcePitch = 0.0
MaxForcePitch = 10.0
RollRate = 0.0
PitchRate = 0.0
YawRate = 0.0
End
End
;------------------------------------------------------------------------------
;MIG has just been killed
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathInitial
;The left wing broken off
CreateDebris
ModelNames = NVMIG_D4
Offset = X:7.027 Y:-3.033 Z:3.008
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.5
MinForcePitch = 0.0
MaxForcePitch = 40.0
SpinRate = 20.0
End
End
;------------------------------------------------------------------------------
;Secondary explosion to take place after a delay specified in the
;JetSlowDeathBehavior module
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathSecondary
End
;------------------------------------------------------------------------------
;Dying MIG just hit the ground
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathHitGround
;
;This is the main fuselage of the MIG
;The subobject will explode on impact... and can have
;effects while it crashes.
;
;This is the vertical stabilizer that rips off
CreateDebris
ModelNames = NVMIG_D2
Offset = X:-10.388 Y:3.573 Z:2.872
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.5
MinForcePitch = 0.0
MaxForcePitch = 20.0
SpinRate = 50.0
End
;The horizontal stabilizer broken off
CreateDebris
ModelNames = NVMIG_D3
Offset = x:-9.536 Y:3.573 Z:1.334
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.5
MinForcePitch = 0.0
MaxForcePitch = 30.0
SpinRate = 30.0
End
;The left wing broken off
CreateDebris
ModelNames = NVMIG_D4
Offset = X:7.027 Y:-3.033 Z:3.008
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.5
MinForcePitch = 0.0
MaxForcePitch = 40.0
SpinRate = 20.0
End
End
;------------------------------------------------------------------------------
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathFinalBlowUp
CreateObject
ObjectNames = ChinaJetMIGHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.4
MinForcePitch = 0.0
MaxForcePitch = 10.0
RollRate = 0.0
PitchRate = 0.0
YawRate = 0.0
End
End
;------------------------------------------------------------------------------
;This one blows up glamerously with no hulk! Lots of fragments.
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathFinalBlowUp_CinematicVersion
;extra generic bits
CreateDebris
ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
Count = 4
Mass = 5.0
Disposition = SEND_IT_FLYING RANDOM_FORCE
DispositionIntensity = .5
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_BridgeDamaged01
CreateDebris
ModelNames = CVTanker_d15
Offset = x: -7.869 y: .07 z: 3.663
Mass = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 1
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_BridgeRepaired01
End
; ----------------------------------------------
; This is what happens to a missile when shot down
; by a point defense laser! Should be quick and
; cheap.
ObjectCreationList OCL_GenericMissileDisintegrate
; CreateDebris
; ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
; Count = 1
; Mass = 5.0
; Disposition = SEND_IT_FLYING
; DispositionIntensity = 1.5
; End
CreateDebris
ModelNames = GXMammoth_D01
Offset = X:0 Y:0 Z:0
Mass = 2
Count = 1
Disposition = RANDOM_FORCE INHERIT_VELOCITY
MinForceMagnitude = 1
MaxForceMagnitude = 2
SpinRate = 180
MinForcePitch = 75
MaxForcePitch = 90
End
End
; -----------------------------------------------------------------------------
; The animated trainwreck object... THIS IS ONLY FOR TEST
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TrainWreck
CreateObject
ObjectNames = SpecialEffectsTrainCrashObject
Count = 1
Disposition = LIKE_EXISTING
End
End
; -----------------------------------------------------------------------------
; The vehicle-crashes-into-building effect
; -----------------------------------------------------------------------------
ObjectCreationList OCL_VehicleCrashesIntoBuilding
CreateDebris
ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
Count = 6
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
End
End
; -----------------------------------------------------------------------------
; Tsing Ma bridge destruction object debris pieces
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TsingMaExplosion
CreateDebris
ModelNames = CMTsingMa_d04 CMTsingMa_d05
Count = 35
Mass = 3.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
Offset = X:10 Y:0 Z:0
End
CreateDebris
ModelNames = CMTsingMa_d03
Count = 5
Mass = 3.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
Offset = X:10 Y:0 Z:0
End
CreateDebris
ModelNames = CMTsingMa_d01 CMTsingMa_d02
Count = 3
Mass = 50.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
SpinRate = 10.0
Offset = X:10 Y:0 Z:0
MinLifetime = 40000
MaxLifetime = 60000
End
End
; ---------------------------------------------------------------------------------------
; The Tanks that drive over the Tsing Ma Bridge Cinematic Sequence
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TsingMaTankColumn
CreateObject
ObjectNames = TsingMaTankColumn
Disposition = LIKE_EXISTING
Count = 1
End
End
; ---------------------------------------------------------------------------------------
; The Infantry that run over the Tsing Ma Bridge Cinematic Sequence
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TsingMaInfantryColumn
CreateObject
ObjectNames = TsingMaInfantryColumn
Disposition = LIKE_EXISTING
Count = 1
End
End
; -----------------------------------------------------------------------------
; Train Wreck bridge destruction object debris pieces
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TrainWreckExplosion
CreateDebris
ModelNames = CMTsingMa_d03 CMTsingMa_d04 CMTsingMa_d05
Count = 35
Mass = 3.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
Offset = X:10 Y:0 Z:0
End
End
; ---------------------------------------------------------------------------------------
; The Lasers that fire out of the SDIUplink when dying
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SDILinkLasers
CreateObject
ObjectNames = SDILasers
Disposition = LIKE_EXISTING
Count = 1
MinLifetime = 3000
MaxLifetime = 3000
Offset = X:30 Y:0 Z:0
End
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;
; Operation: Thunder Storm
; ObjectCreationList.ini
;
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TentUpgrade
CreateObject
Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset
ObjectNames = TentUpgrade
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DozerHelp1
CreateObject
Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset
ObjectNames = Dozerhelp1
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DozerHelp2
CreateObject
Offset = X:0 Y:0 Z:10
ObjectNames = Dozerhelp2
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
; ----------------------------------------------
ObjectCreationList OCL_Stickstoff2
CreateObject
ObjectNames = StickstoffField
Disposition = ON_GROUND_ALIGNED
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_Stickstoff
DeliverPayload
Transport = GLAJetCargoPlane2
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = Stickstoffbombe
DeliveryDistance = 140
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCClusterMines_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; ----------------------------------------------
ObjectCreationList OCL_Sandstorm2
CreateObject
ObjectNames = SandStormField
Disposition = ON_GROUND_ALIGNED
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_SandStorm
CreateObject
ObjectNames = SandStorm
Count = 1
SpreadFormation = No
FadeIn = Yes
FadeTime = 3000
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_FlankerMissileExplosion
CreateObject
ObjectNames = FlankerMissileExplosion
Disposition = LIKE_EXISTING
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_FlankerMissileExplosionUpgraded
CreateObject
ObjectNames = FlankerMissileExplosionUpgraded
Disposition = LIKE_EXISTING
End
End
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Napalmcarpet
DeliverPayload
Transport = ChinaJetNapalmBomber
FormationSize = 2
FormationSpacing = 80.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 800 ;500 ; time in between each item dropped (if more than one)
Payload = Napalmcarpetbomb 5
DeliveryDistance = 450
DeliveryDecalRadius = 250
DeliveryDecal
Texture = sccparticlecanon_usa
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList SPECIALWEAPON_NapalmBombs
DeliverPayload
Transport = ChinaJetNapalmBomber
FormationSize = 3
FormationSpacing = 130.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 100
Payload = NapalmBombWeapon 1
FireWeapon = Yes
DeliveryDistance = 200
WeaponErrorRadius = 100
WeaponConvergenceFactor = 1.0
DeliveryDecalRadius = 175
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList SPECIALWEAPON_Tomahawkrain
DeliverPayload
Transport = ChinaArtilleryCannon
FormationSize = 2
FormationSpacing = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DeliveryDistance = 250 ;distance from target allowed to start/stop dropping.
WeaponErrorRadius = 100 ; how bad the artillerist is
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!"
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = AmericaSpecialTomahawk ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = SpeicalTomahawk
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'
End
DeliverPayload
Transport = ChinaArtilleryCannon
FormationSize = 5
FormationSpacing = 5.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DeliveryDistance = 250 ;distance from target allowed to start/stop dropping.
WeaponErrorRadius = 110 ; how bad the artillerist is
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!"
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = AmericaSpecialTomahawk ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = SpeicalTomahawk
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'
End
DeliverPayload
Transport = ChinaArtilleryCannon
FormationSize = 5
FormationSpacing = 10.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = No
MaxAttempts = 1 ;max attempts
DeliveryDistance = 250 ;distance from target allowed to start/stop dropping.
WeaponErrorRadius = 130 ; how bad the artillerist is
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!"
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = AmericaSpecialTomahawk ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = SpeicalTomahawk
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'
DeliveryDecalRadius = 250
DeliveryDecal
Texture = sccparticlecanon_usa
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:100 B:0 A:200
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RaptorAttack
DeliverPayload
Transport = AmericaJetRaptorStriker
FormationSize = 3
FormationSpacing = 50.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-15
DropDelay = 250
Payload = RaptorJetMissile 4
FireWeapon = Yes
DeliveryDistance = 300
WeaponConvergenceFactor = 1.0
WeaponErrorRadius = 75
End
DeliverPayload
Transport = AmericaJetRaptorStriker
FormationSize = 3
FormationSpacing = 50.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = No
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-20
DropDelay = 200
Payload = RaptorJetMissile 5
FireWeapon = Yes
DeliveryDistance = 300
WeaponErrorRadius = 75
WeaponConvergenceFactor = 1.0
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCNapalmStrike_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EMPPulseEffectSpheroids2
CreateObject
ObjectNames = EMPPulseEffectSpheroid2
Count = 1; Used to be 3... MLorenzen changed, Monday Nov. 11
End
End