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OperationThunderstorm
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Data_ini_Object_System.ini
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2004-01-28
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; FILE: System.ini ////////////////////////////////////////////////////////////
; This file contains only objects that are of use to the game code from
; an engineering standpoint. They are not general objects that a designer
; would place in a map.
;
; EVERYTHING in this file should use "EditorSorting = SYSTEM".
; If it doesn't, it shouldn't be in this file.
;
;//////////////////////////////////////////////////////////////////////////////
;------------------------------------------------------------------------------
Object GenericTracer
KindOf = DRAWABLE_ONLY
EditorSorting = SYSTEM
Draw = W3DTracerDraw ModuleTag_01
;nothing
End
End
;------------------------------------------------------------------------------
Object GenericRope
KindOf = DRAWABLE_ONLY
EditorSorting = SYSTEM
Draw = W3DRopeDraw ModuleTag_01
;nothing
End
End
;------------------------------------------------------------------------------
Object EMPPulseEffectSpheroid
KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End
Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 30000
Lifetime = 3000
StartFadeTime = 300
StartScale = 0.01
TargetScaleMin = 6.00
TargetScaleMax = 7.00
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
StartColor = R:32 G:64 B:255
EndColor = R:0 G:0 B:0
DisableFXParticleSystem = EMPSparks
End
Geometry = SPHERE
GeometryMajorRadius = 30.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object RallyPointMarker
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = SCMRally
Animation = SCMRally.SCMRally
AnimationMode = LOOP
End
End
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
End
;------------------------------------------------------------------------------
Object WaypointNode
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = SCMRally
Animation = SCMRally.SCMRally
AnimationMode = LOOP
End
End
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
End
;------------------------------------------------------------------------------
Object WaypointLine
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXLaser.tga
NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
InnerBeamWidth = 1.0 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)
OuterBeamWidth = 1.0 ;The total width of beam
OuterColor = R:255 G:0 B:0 A:150 ;The outside color of the laser (cool)
End
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
End
;------------------------------------------------------------------------------
Object VerticalArrow
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = NO_COLLIDE INERT
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = SCMArrow
Animation = SCMArrow.SCMArrow
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5
End
End
Behavior = PhysicsBehavior ModuleTag_02
Mass = 5.0
End
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL ArrowLocomotor
End
;------------------------------------------------------------------------------
Object HorizontalArrow
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = NO_COLLIDE INERT
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = SCMHArrow
Animation = SCMHArrow.SCMHArrow
AnimationMode = LOOP
End
End
Behavior = PhysicsBehavior ModuleTag_02
Mass = 5.0
End
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL ArrowLocomotor
End
;------------------------------------------------------------------------------
Object LockonCursor
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = SCMHArrow
; no animation, thanks
End
End
Scale = 0.5
End
;------------------------------------------------------------------------------
Object MoveHint
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = SCMoveHint
End
End
End
;------------------------------------------------------------------------------
Object AttackHint
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = SCAttckHnt
End
End
End
;------------------------------------------------------------------------------
Object SpySatellitePing
; ***DESIGN parameters ***
VisionRange = 300.0
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02
FinalVision = 0.0
ShrinkDelay = 10000
ShrinkTime = 5000
GrowDelay = 0
GrowTime = 1000
GrowInterval = 10 ; Faster than most
ChangeInterval = 80 ; Faster than most
GridDecalTemplate
Texture = EXGrid
Style = SHADOW_ADDITIVE_DECAL
OpacityMin = 50%
OpacityMax = 100%
OpacityThrobTime = 500
Color = R:32 G:64 B:128 A:0 //dim blue, additive
End
End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 13000 ; InitialDelay + TransitionTime for Vision Update
MaxLifetime = 13000
End
Behavior = StealthDetectorUpdate ModuleTag_04
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
End
End
;------------------------------------------------------------------------------
Object RepairVehiclesInArea_InvisibleMarker_Level1
; ***DESIGN parameters ***
VisionRange = 0.0
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = AutoHealBehavior ModuleTag_02
HealingAmount = 100
HealingDelay = 1 ; msec ; essentially sleep forever, since lifetime is 0, below
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
SingleBurst = Yes
End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 0 ;one pulse
MaxLifetime = 0
End
End
;------------------------------------------------------------------------------
Object RepairVehiclesInArea_InvisibleMarker_Level2
; ***DESIGN parameters ***
VisionRange = 0.0
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = AutoHealBehavior ModuleTag_02
HealingAmount = 200
HealingDelay = 1 ; msec ; essentially sleep forever, since lifetime is 0, below
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
SingleBurst = Yes
End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 0
MaxLifetime = 0
End
End
;------------------------------------------------------------------------------
Object RepairVehiclesInArea_InvisibleMarker_Level3
; ***DESIGN parameters ***
VisionRange = 0.0
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = AutoHealBehavior ModuleTag_02
HealingAmount = 300
HealingDelay = 1 ; msec ; essentially sleep forever, since lifetime is 0, below
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
SingleBurst = Yes
End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 0
MaxLifetime = 0
End
End
;------------------------------------------------------------------------------
Object RadarVanPing
; ***DESIGN parameters ***
VisionRange = 150.0
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02
FinalVision = 0.0
ShrinkDelay = 7500
ShrinkTime = 2500
ChangeInterval = 50
End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 10000 ; InitialDelay + TransitionTime for Vision Update
MaxLifetime = 10000
End
Behavior = StealthDetectorUpdate ModuleTag_04
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
End
End
;------------------------------------------------------------------------------
Object SuperweaponPing
; ***DESIGN parameters ***
ShroudClearingRange = 150.0
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = DeletionUpdate ModuleTag_02 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 10000 ; InitialDelay + TransitionTime for Vision Update
MaxLifetime = 10000
End
Geometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 1.0
GeometryHeight = 3.0
GeometryIsSmall = No
Shadow = NONE ; doesn't actually have a model...
End
;------------------------------------------------------------------------------
Object SelectIcon
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
;Scale = 0.5
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = SCSelect
End
End
End
;------------------------------------------------------------------------------
Object AIMarkTile
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AIPathTile
End
End
Behavior = LifetimeUpdate ModuleTag_02
MinLifetime = 5000 ; min lifetime in msec
MaxLifetime = 5000 ; max lifetime in msec
End
End
;------------------------------------------------------------------------------
Object AIPathTile
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Scale = 0.33
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AIPathTile
End
End
Behavior = LifetimeUpdate ModuleTag_02
MinLifetime = 5000 ; min lifetime in msec
MaxLifetime = 5000 ; max lifetime in msec
End
End
;------------------------------------------------------------------------------
Object AISearchOpenTile
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AISearchOTile
End
End
Behavior = LifetimeUpdate ModuleTag_02
MinLifetime = 5000 ; min lifetime in msec
MaxLifetime = 5000 ; max lifetime in msec
End
End
;------------------------------------------------------------------------------
Object AISearchClosedTile
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AISearchCTile
End
End
Behavior = LifetimeUpdate ModuleTag_02
MinLifetime = 5000 ; min lifetime in msec
MaxLifetime = 5000 ; max lifetime in msec
End
End
;------------------------------------------------------------------------------
Object AICliffTile
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AICliffTile
End
End
End
;------------------------------------------------------------------------------
Object AIWaterTile
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AIWaterTile
End
End
End
;------------------------------------------------------------------------------
Object AIBlockTile
; *** ART Parameters ***
; *** DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AIBlockTile
End
End
End
;------------------------------------------------------------------------------
Object GenericDebris
; *** ART Parameters ***
Draw = W3DDebrisDraw ModuleTag_01
;nothing
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
; *** AUDIO Parameters ***
SoundDie = NoSound
; *** ENGINEERING Parameters ***
KindOf = UNATTACKABLE
Behavior = PhysicsBehavior ModuleTag_03
AllowBouncing = Yes
KillWhenRestingOnGround = Yes
End
Behavior = SlowDeathBehavior ModuleTag_04
SinkDelay = 1000
SinkRate = 1 ; in Dist/Sec
DestructionDelay = 2000
End
End
;------------------------------------------------------------------------------
Object GenericBridge ; object for the damage system.
; *** ART Parameters ***
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End; The bridge system actually draws it.
; ***DESIGN parameters ***
EditorSorting = SYSTEM ; not available in the editor.
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFX
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE BRIDGE
Body = ImmortalBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = BridgeBehavior ModuleTag_03
LateralScaffoldSpeed = 100.0
VerticalScaffoldSpeed = 70.0
End
; Note that structures with "RUBBLE" states should not use
; DestroyDie; such buildings are never truly
; destroyed, even when reduced to zero health.
Geometry = BOX
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
Shadow = NONE ; doesn't actually have a model...
End
;------------------------------------------------------------------------------
Object BridgeScaffold01
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = CBBridScaf01_T
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM ; not available in the editor.
; *** ENGINEERING Parameters ***
KindOf = NONE
Behavior = BridgeScaffoldBehavior ModuleTag_02
;<NO DATA>
End
Geometry = BOX
GeometryMajorRadius = 37.0
GeometryMinorRadius = 58.0
GeometryHeight = 70.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object BridgeScaffoldSupport01
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = CBBridScaf01_B
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM ; not available in the editor.
; *** ENGINEERING Parameters ***
KindOf = NONE
Behavior = BridgeScaffoldBehavior ModuleTag_02
;<NO DATA>
End
Geometry = BOX
GeometryMajorRadius = 37.0
GeometryMinorRadius = 58.0
GeometryHeight = 53.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object BridgeScaffold02
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = CBBridScaf02_T
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM ; not available in the editor.
; *** ENGINEERING Parameters ***
KindOf = NONE
Behavior = BridgeScaffoldBehavior ModuleTag_02
;<NO DATA>
End
Geometry = BOX
GeometryMajorRadius = 37.0
GeometryMinorRadius = 58.0
GeometryHeight = 70.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object BridgeScaffoldSupport02
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = CBBridScaf02_B
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM ; not available in the editor.
; *** ENGINEERING Parameters ***
KindOf = NONE
Behavior = BridgeScaffoldBehavior ModuleTag_02
;<NO DATA>
End
Geometry = BOX
GeometryMajorRadius = 37.0
GeometryMinorRadius = 58.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
; -----------------------------------------------------------------------------
Object WaveGuide
; *** ART Parameters ***
; *** DESIGN Parameters ***
EditorSorting = SYSTEM
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = WAVEGUIDE
Body = ImmortalBody ModuleTag_01
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = AIUpdateInterface ModuleTag_02
End
Locomotor = SET_NORMAL WaterWaveLocomotor
Behavior = PhysicsBehavior ModuleTag_03
Mass = 50.0
End
Behavior = WaveGuideUpdate ModuleTag_04
WaveDelay = 750 ;(in milliseconds)delay till wave starts moving
YSize = 650.0 ;size in Y
LinearWaveSpacing = 15.0 ;linear waves get pushed up at these intervals across
WaveBendMagnitude = 500.0 ;shape of wave (larger # = more flat and 0 = straight line)
WaterVelocity = 2.7 ;in dist per sec, velocity to "push up" the water
PreferredHeight = 37.3 ;water level we want to be after the wave
ShorelineEffectDistance = 5.0 ;this far behind the wave we "hit" the shores
DamageRadius = 25.0 ;damage things this far from us
DamageAmount = 99999 ;do this much damage
ToppleForce = 0.25 ;force strength we topple things with
RandomSplashSound = WaveRandomSplash
RandomSplashSoundFrequency = 50 ;every so often a # from 1-100 is chosen, if above this number the sound will play
BridgeParticle = WaveHitBridge01 ;particle system when wave hits a bridge
BridgeParticleAngleFudge = -95.0 ;angle to offset the bridge particle angle
LoopingSound = DamBreakWaveLoop
End
Geometry = SPHERE
GeometryMajorRadius = 1.0
GeometryIsSmall = Yes
End
; -----------------------------------------------------------------------------
Object WaveGuideGLA01
; *** ART Parameters ***
; *** DESIGN Parameters ***
EditorSorting = SYSTEM
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = WAVEGUIDE
Body = ImmortalBody ModuleTag_01
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = AIUpdateInterface ModuleTag_02
End
Locomotor = SET_NORMAL WaterWaveLocomotor
Behavior = PhysicsBehavior ModuleTag_03
Mass = 50.0
End
Behavior = WaveGuideUpdate ModuleTag_04
WaveDelay = 750 ;(in milliseconds)delay till wave starts moving
YSize = 650.0 ;size in Y
LinearWaveSpacing = 15.0 ;linear waves get pushed up at these intervals across
WaveBendMagnitude = 500.0 ;shape of wave (larger # = more flat and 0 = straight line)
WaterVelocity = 1.0 ;2.7 ;in dist per sec, velocity to "push up" the water
PreferredHeight = 35.0 ;water level we want to be after the wave
ShorelineEffectDistance = 5.0 ;this far behind the wave we "hit" the shores
DamageRadius = 25.0 ;damage things this far from us
DamageAmount = 99999 ;do this much damage
ToppleForce = 0.25 ;force strength we topple things with
RandomSplashSound = WaveRandomSplash
RandomSplashSoundFrequency = 50 ;every so often a # from 1-100 is chosen, if above this number the sound will play
BridgeParticle = WaveHitBridge01 ;particle system when wave hits a bridge
BridgeParticleAngleFudge = -95.0 ;angle to offset the bridge particle angle
LoopingSound = DamBreakWaveLoop
End
Geometry = SPHERE
GeometryMajorRadius = 1.0
GeometryIsSmall = Yes
End
; -----------------------------------------------------------------------------
Object NukeTestObject
; *** ART Parameters ***
; *** DESIGN Parameters ***
EditorSorting = SYSTEM
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = SCAttckHnt
End
End
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = FXListDie ModuleTag_03
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_Nuke
End
Geometry = SPHERE
GeometryMajorRadius = 1.0
GeometryIsSmall = Yes
End
; -----------------------------------------------------------------------------
Object FirestormTestObject
; *** ART Parameters ***
; *** DESIGN Parameters ***
EditorSorting = SYSTEM
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = SCAttckHnt
End
End
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = FXListDie ModuleTag_03
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_FireStorm
End
Geometry = SPHERE
GeometryMajorRadius = 1.0
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
Object FlamingInfantry
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = CIBURN_SKN
Animation = CIBURN_SKL.CIBURN_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
ParticleSysBone = Bone_FX1 FireInfantrySmall
End
ConditionState = DYING
Animation = CIBURN_SKL.CIBURN_FLA
AnimationMode = ONCE
Flags = START_FRAME_FIRST ; anything not listed will get the default above. Random would be bad.
ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration)
ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122
ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134
ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179
ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185
ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235
ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243
ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246
ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292
ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388
AnimationSpeedFactorRange = 0.85 1.15
End
End
; ***DESIGN parameters ***
Side = Civilian
EditorSorting = SYSTEM
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = None
End
VisionRange = 150
DisplayName = OBJECT:FlamingInfantry
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = CAN_CAST_REFLECTIONS INFANTRY
Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = WanderAIUpdate ModuleTag_03
End
Locomotor = SET_NORMAL PanicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = LifetimeUpdate ModuleTag_05
MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles
MaxLifetime = 3000
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 4500
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 9500
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = FXListDie ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_GIDie
End
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End
Geometry = CYLINDER
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
Object ToxicInfantry
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = CITOXDTH_SKN
Animation = CITOXDTH_SKL.CITOXDTH_DTA
AnimationSpeedFactorRange = 0.9 1.3
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
Side = Civilian
EditorSorting = SYSTEM
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = None
End
VisionRange = 150
DisplayName = OBJECT:ToxicInfantry
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = CAN_CAST_REFLECTIONS INFANTRY
Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = LifetimeUpdate ModuleTag_05
MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles
MaxLifetime = 3000
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 4500
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 9500
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = FXListDie ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_GIDie
End
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End
Geometry = CYLINDER
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
Object GLAToxicInfantry
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = UITRST_SKNG
Animation = UITRST_SKL.UITrst_DGRN
AnimationSpeedFactorRange = 0.9 1.3
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
Side = Civilian
EditorSorting = SYSTEM
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = None
End
VisionRange = 150
DisplayName = OBJECT:ToxicInfantry
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = CAN_CAST_REFLECTIONS INFANTRY
Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = LifetimeUpdate ModuleTag_05
MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles
MaxLifetime = 3000
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 4500
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 9500
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = FXListDie ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_GIDie
End
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End
Geometry = CYLINDER
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
; This object is used when the water wave hits a bridge ... the bridge is
; replaced with this art that has super special animations of the bridge
; getting "swept" downstream with the water
;------------------------------------------------------------------------------
Object WaterWaveBridge
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = CMFldBrdg_A
Animation = CMFldBrdg_A.CMFldBrdg_A
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM ; not available in the editor.
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE
Geometry = BOX
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = Yes
Shadow = NONE
End
;------------------------------------------------------------------------------
Object ToxicInfantryBeta
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = CITOXDTH_SKNB
Animation = CITOXDTH_SKL.CITOXDTH_DTA
AnimationSpeedFactorRange = 0.9 1.3
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
Side = Civilian
EditorSorting = SYSTEM
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = None
End
VisionRange = 150
DisplayName = OBJECT:ToxicInfantry
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = CAN_CAST_REFLECTIONS INFANTRY
Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = LifetimeUpdate ModuleTag_05
MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles
MaxLifetime = 3000
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 4500
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 9500
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = FXListDie ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_GIDie
End
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End
Geometry = CYLINDER
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
Object GLAToxicInfantryBeta
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = UITRST_SKNB
Animation = UITRST_SKL.UITrst_DBLU
AnimationSpeedFactorRange = 0.9 1.3
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
Side = Civilian
EditorSorting = SYSTEM
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = None
End
VisionRange = 150
DisplayName = OBJECT:ToxicInfantry
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = CAN_CAST_REFLECTIONS INFANTRY
Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = LifetimeUpdate ModuleTag_05
MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles
MaxLifetime = 3000
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 4500
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 9500
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = FXListDie ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_GIDie
End
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End
Geometry = CYLINDER
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
Object FirestormSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FireStorm
EditorSorting = SYSTEM
KindOf = IMMOBILE NO_COLLIDE
; ***AUDIO parameters ***
; SoundAmbient= FireStormLoop
; *** ENGINEERING Parameters ***
Body = InactiveBody ModuleTag_02
;nothing
End
Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03
InitialDelay = 800
InitialHeight = 10.0
InitialMajorRadius = 1.0
FinalHeight = 10.0
FinalMajorRadius = 90.0
TransitionTime = 3000
ReverseAtTransitionTime = Yes
ScorchSize = 100.0
ParticleOffsetZ = 0.1
ParticleSystem1 = FireStormMain
ParticleSystem2 = FireStormMainRing
FXList = FX_FireStorm
DelayBetweenDamageFrames = 500 ;(in milliseconds)
DamageAmount = 100.0
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 6000
MaxLifetime = 6000
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object BlackNapalmFirestormSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FireStorm
EditorSorting = SYSTEM
KindOf = IMMOBILE NO_COLLIDE
; ***AUDIO parameters ***
; SoundAmbient= FireStormLoop
; *** ENGINEERING Parameters ***
Body = InactiveBody ModuleTag_02
;nothing
End
Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03
InitialDelay = 800
InitialHeight = 10.0
InitialMajorRadius = 1.0
FinalHeight = 10.0
FinalMajorRadius = 90.0
TransitionTime = 3000
ReverseAtTransitionTime = Yes
ScorchSize = 100.0
ParticleOffsetZ = 0.1
ParticleSystem1 = FireStormMainUpgraded
ParticleSystem2 = FireStormMainRingUpgraded
FXList = FX_BlackNapalmFireStorm
DelayBetweenDamageFrames = 500 ;(in milliseconds)
DamageAmount = 150.0
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 6000
MaxLifetime = 6000
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object FireWallSegment
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
ParticleSysBone = None FireWallSegmentSystem
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = NO_COLLIDE UNATTACKABLE
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = PhysicsBehavior ModuleTag_03
Mass = 50.0
End
Behavior = WanderAIUpdate ModuleTag_04
End
Locomotor = SET_NORMAL InchForwardLocomotor
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = FireWallSegmentWeapon
End
Behavior = DeletionUpdate ModuleTag_06
MinLifetime = 4000
MaxLifetime = 4000
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object FireWallSegmentUpgraded
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
ParticleSysBone = None FireWallSegmentUpgradedSystem
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = NO_COLLIDE UNATTACKABLE
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = PhysicsBehavior ModuleTag_03
Mass = 50.0
End
Behavior = WanderAIUpdate ModuleTag_04
End
Locomotor = SET_NORMAL InchForwardLocomotor
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = FireWallSegmentUpgradedWeapon
End
Behavior = DeletionUpdate ModuleTag_06
MinLifetime = 4000
MaxLifetime = 4000
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object FireFieldSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
ParticleSysBone = None InfernoCannonFire
ParticleSysBone = None InfernoCannonFlare
ParticleSysBone = None InfernoCannonRing
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE NO_COLLIDE
; *** ENGINEERING Parameters ***
Body = InactiveBody ModuleTag_02
;nothing
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = SmallFireFieldWeapon
End
Behavior = DeletionUpdate ModuleTag_04
MinLifetime = 2500
MaxLifetime = 2500
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object FireFieldUpgradedSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
ParticleSysBone = None InfernoCannonFireUpgraded
ParticleSysBone = None InfernoCannonFlareUpgraded
ParticleSysBone = None InfernoCannonRingUpgraded
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE NO_COLLIDE
; *** ENGINEERING Parameters ***
Body = InactiveBody ModuleTag_02
;nothing
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = SmallFireFieldWeaponUpgraded
End
Behavior = DeletionUpdate ModuleTag_04
MinLifetime = 2500
MaxLifetime = 2500
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object PoisonFieldLarge
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = ToxicPoolAmbientLoop
SoundDie = ToxicPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = LargePoisonFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 45000 ; 45 seconds
MaxLifetime = 45000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 70.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object PoisonFieldMedium
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
; ***AUDIO parameters ***
SoundAmbient = ToxicPoolAmbientLoop
SoundDie = ToxicPoolDie
; *** ENGINEERING Parameters ***
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = MediumPoisonFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 30000 ; 30 seconds.
MaxLifetime = 30000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object PoisonFieldSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = ToxicPoolAmbientLoop
SoundDie = ToxicPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = SmallPoisonFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 10000 ; 10 seconds.
MaxLifetime = 10000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 6.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object PoisonFieldUpgradedLarge
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = AnthraxPoolAmbientLoop
SoundDie = AnthraxPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = LargePoisonFieldWeaponUpgraded
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 45000
MaxLifetime = 45000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 70.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object PoisonFieldUpgradedMedium
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = AnthraxPoolAmbientLoop
SoundDie = AnthraxPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = MediumPoisonFieldWeaponUpgraded
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 30000
MaxLifetime = 30000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object PoisonFieldUpgradedSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = AnthraxPoolAmbientLoop
SoundDie = AnthraxPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = SmallPoisonFieldWeaponUpgraded
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 10000
MaxLifetime = 10000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 4.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object PoisonFieldAnthraxBomb
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = AnthraxPoolAmbientLoop
SoundDie = AnthraxPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = AnthraxBombPoisonFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 60000
MaxLifetime = 60000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 150.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object RadiationFieldLarge
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = RadiationPoolAmbientLoop
SoundDie = RadiationPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 150.0
InitialHealth = 150.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = LargeRadiationFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 30000
MaxLifetime = 30000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 100.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object RadiationFieldMedium
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = RadiationPoolAmbientLoop
SoundDie = RadiationPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = MediumRadiationFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 30000
MaxLifetime = 30000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 25.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object RadiationFieldSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = RadiationPoolAmbientLoop
SoundDie = RadiationPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = SmallRadiationFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 2500
MaxLifetime = 2500
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object NukeRadiationFieldWeapon
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = RadiationPoolAmbientLoop
SoundDie = RadiationPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 150.0
InitialHealth = 150.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = NukeRadiationFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 30000
MaxLifetime = 30000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 100.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
; -----------------------------------------------------------------------------
Object ParticleFXTestObject
; *** ART Parameters ***
; *** DESIGN Parameters ***
EditorSorting = SYSTEM
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = SCAttckHnt
End
End
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = FXListDie ModuleTag_03
DeathTypes = ALL
DeathFX = FX_ParticleTestFX
End
Geometry = SPHERE
GeometryMajorRadius = 1.0
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
Object GarrisonGun
; *** ART Parameters ***
; *** DESIGN Parameters ***
EditorSorting = SYSTEM
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = EXGunBrrl
End
ConditionState = FIRING_A
Model = EXGunBrrl
End
End
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = None
End
ConditionState = FIRING_A
Model = EXMzlFlash
End
End
Body = InactiveBody ModuleTag_03
;no data
End
Geometry = SPHERE
GeometryMajorRadius = 1.0
GeometryIsSmall = Yes
End
;-----------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object CivilianVehicleTrainGuide
; ***DESIGN parameters ***
DisplayName = OBJECT:TrainGuide
EditorSorting = SYSTEM
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
Behavior = DestroyDie ModuleTag_01
;<NO DATA>
End
End
;------------------------------------------------------------------------------
Object SpecialEffectsTrainCrashObject
; *** ART Parameters ***
IsBridge = Yes
KindOf = SELECTABLE IMMOBILE BRIDGE
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone Splash01
ExtraPublicBone Splash02
ExtraPublicBone Splash03
ExtraPublicBone Splash04
ExtraPublicBone Splash05
ExtraPublicBone Splash06
ExtraPublicBone Explosion01
ExtraPublicBone Smoke01
DefaultConditionState
Model = CVTrainCRSH
;ParticleSysBone = Smoke01 LocomotiveSteam
End
ConditionState = RUBBLE
Model = CVTrainCRSH
Animation = CVTrainCRSH.CVTrainCRSH
AnimationMode = ONCE
ParticleSysBone = SMOKE01 TrainWreckSmoke
ParticleSysBone = Crash02 TrainWreckSmoke
ParticleSysBone = Coal02 TrainWreckSmoke
ParticleSysBone = Smoke01 LocomotiveSteam
End
End
;*** AUDIO Parameters ***
SoundDie = TrainWhistle
; *** DESIGN Parameters ***
DisplayName = OBJECT:TrainWreckBridge
EditorSorting = SYSTEM
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = EmptyDamageFX ; just to avoid an assert
End
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE BRIDGE LANDMARK_BRIDGE
Body = StructureBody ModuleTag_02
MaxHealth = 2000.0
InitialHealth = 2000.0
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_03
End
Behavior = FXListDie ModuleTag_04
DeathFX = FX_SpectacularTrainWreck
End
Behavior = BridgeBehavior ModuleTag_05
LateralScaffoldSpeed = 100.0
VerticalScaffoldSpeed = 70.0
BridgeDieFX = FX:FX_TrainWreckExplosion Delay: 3260 Bone:Explosion01
BridgeDieFX = FX:FX_TrainWreckSplash Delay: 5700 Bone:Splash01
BridgeDieFX = FX:FX_TrainWreckSplash Delay: 6400 Bone:Splash02
BridgeDieFX = FX:FX_TrainWreckSplash Delay: 6630 Bone:Splash03
BridgeDieFX = FX:FX_TrainWreckSplash Delay: 7333 Bone:Splash02
BridgeDieFX = FX:FX_TrainWreckSplash Delay: 8066 Bone:Splash04
BridgeDieFX = FX:FX_TrainWreckSplash Delay: 8360 Bone:Splash05
BridgeDieFX = FX:FX_TrainWreckSplash Delay: 9160 Bone:Splash06
End
Geometry = BOX
GeometryMajorRadius = 500.0
GeometryMinorRadius = 36.0
GeometryHeight = 200.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;This object is used as a generic vision object when we want to reveal
;shroud areas for players
; -----------------------------------------------------------------------------
Object VisionObject
; ***DESIGN parameters ***
ShroudClearingRange = 100 ;default value, you can override this in code
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE REVEAL_TO_ALL INERT
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
End
;------------------------------------------------------------------------------
Object BaikonurRocketDetonation
; *** ART Parameters ***
; ***DESIGN parameters ***
VisionRange = 1000
ShroudClearingRange = 1000
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_01
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = LifetimeUpdate ModuleTag_02
MinLifetime = 0
MaxLifetime = 0
End
Behavior = SpecialPowerCompletionDie ModuleTag_03
SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_BaikonurNuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 0.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 0.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 0.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 0.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 0.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 60.0 ;objects inside this get the full damage
Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 3500.0 ;damage within inner radius of blast
Blast6MinDamage = 300.0 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_PoisonFieldLarge
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryHeight = 60.0
End
;------------------------------------------------------------------------------
Object ParticleUplinkCannonTrailRemnant
; *** ART Parameters ***
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = NO_COLLIDE UNATTACKABLE IMMOBILE
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = FireWeaponUpdate ModuleTag_02
Weapon = ParticleUplinkCannonBeamTrailRemnantWeapon
End
Behavior = DeletionUpdate ModuleTag_03
MinLifetime = 4000
MaxLifetime = 4000
End
End
;------------------------------------------------------------------------------
Object FirestormSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FireStorm
EditorSorting = SYSTEM
KindOf = IMMOBILE NO_COLLIDE
; ***AUDIO parameters ***
; SoundAmbient= FireStormLoop
; *** ENGINEERING Parameters ***
Body = InactiveBody ModuleTag_02
;nothing
End
Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03
InitialDelay = 800
InitialHeight = 10.0
InitialMajorRadius = 1.0
FinalHeight = 10.0
FinalMajorRadius = 90.0
TransitionTime = 3000
ReverseAtTransitionTime = Yes
ScorchSize = 100.0
ParticleOffsetZ = 0.1
ParticleSystem1 = FireStormMain
ParticleSystem2 = FireStormMainRing
FXList = FX_FireStorm
DelayBetweenDamageFrames = 500 ;(in milliseconds)
DamageAmount = 100.0
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 6000
MaxLifetime = 6000
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object FirestormCarpet
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FireStorm
EditorSorting = SYSTEM
KindOf = IMMOBILE NO_COLLIDE
; ***AUDIO parameters ***
; SoundAmbient= FireStormLoop
; *** ENGINEERING Parameters ***
Body = InactiveBody ModuleTag_02
;nothing
End
Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03
InitialDelay = 500
InitialHeight = 20.0
InitialMajorRadius = 1.0
FinalHeight = 25.0
FinalMajorRadius = 100.0
TransitionTime = 2000
ReverseAtTransitionTime = Yes
ScorchSize = 100.0
ParticleOffsetZ = 0.1
ParticleSystem1 = FireStormMain
ParticleSystem2 = FireStormMainRing
FXList = FX_FireStorm
DelayBetweenDamageFrames = 500 ;(in milliseconds)
DamageAmount = 90.0
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 2500
MaxLifetime = 2500
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object BlackFirestormCarpet
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FireStorm
EditorSorting = SYSTEM
KindOf = IMMOBILE NO_COLLIDE
; ***AUDIO parameters ***
; SoundAmbient= FireStormLoop
; *** ENGINEERING Parameters ***
Body = InactiveBody ModuleTag_02
;nothing
End
Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03
InitialDelay = 500
InitialHeight = 20.0
InitialMajorRadius = 1.0
FinalHeight = 25.0
FinalMajorRadius = 100.0
TransitionTime = 2000
ReverseAtTransitionTime = Yes
ScorchSize = 100.0
ParticleOffsetZ = 0.1
ParticleSystem1 = FireStormMainUpgraded
ParticleSystem2 = FireStormMainRingUpgraded
FXList = FX_BlackFireStorm
DelayBetweenDamageFrames = 400 ;(in milliseconds)
DamageAmount = 95.0
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 2500
MaxLifetime = 2500
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object SandStormField
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = ToxicPoolAmbientLoop
SoundDie = ToxicPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = SandStormFieldWeapon
End
Behavior = FireWeaponUpdate ModuleTag_07
Weapon = SandStormFieldWeaponKillPilot
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 15000 ; 10 seconds.
MaxLifetime = 15000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 6.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object StickstoffField
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = ToxicPoolAmbientLoop
SoundDie = ToxicPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = StickstoffFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 4000 ; 5,5 seconds.
MaxLifetime = 4000
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 6.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object EMPPulseEffectSpheroid2
KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End
Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 20000
Lifetime = 3000
StartFadeTime = 300
StartScale = 0.01
TargetScaleMin = 6.00
TargetScaleMax = 7.00
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
StartColor = R:32 G:64 B:255
EndColor = R:0 G:0 B:0
DisableFXParticleSystem = EMPSparks
End
Geometry = SPHERE
GeometryMajorRadius = 30.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object EMPPulseEffectSpheroid3
KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End
Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 10000
Lifetime = 3000
StartFadeTime = 300
StartScale = 0.01
TargetScaleMin = 2.00
TargetScaleMax = 3.00
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
StartColor = R:32 G:64 B:200
EndColor = R:0 G:0 B:0
DisableFXParticleSystem = EMPSparks
End
Geometry = SPHERE
GeometryMajorRadius = 30.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object Dozerhelp1
; *** ENGINEERING Parameters ***
KindOf = VEHICLE DRONE
Body = ActiveBody ModuleTag_03
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = AIUpdateInterface ModuleTag_04
;nothing
End
Locomotor = SET_NORMAL BattleDroneLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End
Behavior = UpgradeDie ModuleTag_12
;This frees the object based upgrade for the producer object.
DeathTypes = ALL
UpgradeToRemove = Upgrade_MenuAuswahl1 ModuleTag_13
End
Behavior = LifetimeUpdate ModuleTag_20
MinLifetime = 1 ; min lifetime in msec
MaxLifetime = 2 ; max lifetime in msec
End
End
;------------------------------------------------------------------------------
Object Dozerhelp2
; *** ENGINEERING Parameters ***
KindOf = VEHICLE DRONE
Body = ActiveBody ModuleTag_03
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = AIUpdateInterface ModuleTag_04
;nothing
End
Locomotor = SET_NORMAL BattleDroneLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End
Behavior = UpgradeDie ModuleTag_12
;This frees the object based upgrade for the producer object.
DeathTypes = ALL
UpgradeToRemove = Upgrade_MenuAuswahl2 ModuleTag_13
End
Behavior = LifetimeUpdate ModuleTag_20
MinLifetime = 1 ; min lifetime in msec
MaxLifetime = 2 ; max lifetime in msec
End
End
;------------------------------------------------------------------------------
Object TentUpgrade
; *** ENGINEERING Parameters ***
; *** ART Parameters ***
SelectPortrait = SABattleDrone_L
ButtonImage = SABattleDrone
UpgradeCameo1 = Upgrade_AmericaDroneArmor
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
; ***DESIGN parameters ***
DisplayName = OBJECT:BattleDrone
Side = GLA
EditorSorting = SYSTEM
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE
Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = AIUpdateInterface ModuleTag_04
;nothing
End
Locomotor = SET_NORMAL BattleDroneLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End
Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
; Behavior = UpgradeDie ModuleTag_99
; ;This frees the object based upgrade for the producer object.
; DeathTypes = ALL
; UpgradeToRemove = Upgrade_GLATent ModuleTag_13
; End
Geometry = CYLINDER
GeometryMajorRadius = 5
GeometryMinorRadius = 5
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End