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Imperial Guards

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Sep 25th, 2014
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  1. <GroundInfantry Name="Imperial_Elite_Guard">
  2. <Text_ID>TEXT_ELITE_GUARD</Text_ID>
  3. <Land_Model_Name>EI_RoyalGaurd.alo</Land_Model_Name>
  4. <Icon_Name>i_button_imperial_guard.tga</Icon_Name>
  5. <Behavior>SELECTABLE</Behavior>
  6. <LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
  7. <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
  8. <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
  9. <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
  10. <CanCellStack>yes</CanCellStack>
  11. <Mass>1.0</Mass>
  12. <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
  13.  
  14. <Movement_Animation_Speed> 1.2 </Movement_Animation_Speed>
  15. <Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed>
  16. <Walk_Animation_Speed> .366 </Walk_Animation_Speed>
  17. <Crouch_Animation_Speed> .537 </Crouch_Animation_Speed>
  18. <Max_Speed>1.2</Max_Speed>
  19. <Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
  20. <Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
  21. <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
  22. <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
  23. <Space_Layer> Land </Space_Layer>
  24. <UnitCollisionClass> Infantry </UnitCollisionClass>
  25. <FormationSpacing> .5 </FormationSpacing>
  26. <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
  27. <OverrideAcceleration> .05 </OverrideAcceleration>
  28. <OverrideDeceleration> .05 </OverrideDeceleration>
  29. <FormationOrder> 2 </FormationOrder>
  30.  
  31. <Scale_Factor>1.5</Scale_Factor>
  32. <Type>Walk</Type>
  33. <Deploys>No</Deploys>
  34. <Affiliation>Empire</Affiliation>
  35. <Political_Control>0</Political_Control>
  36. <Size_Value>10</Size_Value>
  37. <Damage>50</Damage>
  38. <Sensor_Range>20</Sensor_Range>
  39. <Shield_Points>0</Shield_Points>
  40. <Tactical_Health>250</Tactical_Health>
  41. <Shield_Refresh_Rate>0</Shield_Refresh_Rate>
  42. <Energy_Capacity>0</Energy_Capacity>
  43. <Energy_Refresh_Rate>0</Energy_Refresh_Rate>
  44. <Stealth_Capable>No</Stealth_Capable>
  45.  
  46. <Armor_Type> Armor_Hero </Armor_Type>
  47.  
  48. <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
  49. <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
  50. <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
  51. <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
  52. <Victory_Relevant>yes</Victory_Relevant>
  53. <Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
  54.  
  55. <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
  56. <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>
  57.  
  58. <Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
  59. <Projectile_Types>Proj_Lightsaber_Adept</Projectile_Types>
  60. <Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
  61. <Projectile_Appearance_Delay_Frames> 6 </Projectile_Appearance_Delay_Frames>
  62. <Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
  63.  
  64. <Targeting_Fire_Inaccuracy> Infantry, 1.0 </Targeting_Fire_Inaccuracy>
  65. <Targeting_Fire_Inaccuracy> Vehicle, 3.0 </Targeting_Fire_Inaccuracy>
  66. <Targeting_Fire_Inaccuracy> Air, 20.0 </Targeting_Fire_Inaccuracy>
  67. <Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy>
  68.  
  69. <Turret_Rotate_Extent_Degrees>100.0</Turret_Rotate_Extent_Degrees>
  70. <Turret_Elevate_Extent_Degrees>30.0</Turret_Elevate_Extent_Degrees>
  71.  
  72. <SFXEvent_Select>Unit_Select_Imp_Guard</SFXEvent_Select>
  73. <SFXEvent_Move>Unit_Move_Imp_Guard</SFXEvent_Move>
  74. <SFXEvent_Attack>Unit_Attack_Imp_Guard</SFXEvent_Attack>
  75. <SFXEvent_Assist_Move>Unit_Assist_Move_Imp_Guard</SFXEvent_Assist_Move>
  76. <SFXEvent_Assist_Attack>Unit_Assist_Attack_Imp_Guard</SFXEvent_Assist_Attack>
  77. <SFXEvent_Guard>Unit_Guard_Imp_Guard</SFXEvent_Guard>
  78. <SFXEvent_Fire>Unit_Force_Pike_Swing</SFXEvent_Fire>
  79. <Death_SFXEvent_Start_Die>Unit_Stormtrooper_Death</Death_SFXEvent_Start_Die>
  80.  
  81. <CategoryMask> Infantry | Fighter </CategoryMask>
  82. <MovementClass> Infantry </MovementClass>
  83.  
  84. <OccupationStyle>1x1</OccupationStyle>
  85. <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
  86. <Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
  87. <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
  88. <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
  89. <No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
  90. <No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
  91. <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
  92. <Is_Squashable> No </Is_Squashable>
  93. <Create_Team>Yes</Create_Team>
  94. <AI_Combat_Power>500</AI_Combat_Power>
  95.  
  96. <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
  97. <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
  98.  
  99. <Idle_Chase_Range>50.0</Idle_Chase_Range>
  100. <Guard_Chase_Range>200.0</Guard_Chase_Range>
  101. <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
  102.  
  103. <Select_Box_Scale>27</Select_Box_Scale>
  104. <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
  105.  
  106. <Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
  107. <Weather_Category>Infantry</Weather_Category>
  108.  
  109. <Encyclopedia_Text> TEXT_TOOLTIP_ELITE_GUARD TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text>
  110. <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
  111.  
  112. <Score_Cost_Credits> 0 </Score_Cost_Credits>
  113. <Death_Fade_Time>0.25</Death_Fade_Time>
  114. <Death_Persistence_Duration>0.0</Death_Persistence_Duration>
  115.  
  116. <Presence_Induced_Animations>
  117. Attention,
  118. Emperor_Palpatine,
  119. Darth_Vader,
  120. </Presence_Induced_Animations>
  121.  
  122. <Abilities SubObjectList="Yes">
  123. <Redirect_Blaster_Ability Name="Guard_Redirect_Blaster">
  124. <Activation_Style>Take_Damage</Activation_Style>
  125. <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
  126. <Redirect_Chance>0.15</Redirect_Chance>
  127. <Block_Chance>0.20</Block_Chance>
  128. <Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
  129. <Max_Projectile_Redirection_Angle_In_Degrees> 135.0 </Max_Projectile_Redirection_Angle_In_Degrees>
  130. <Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
  131. <!-- We can block/redirect shots from the following units types (but no missiles or grenades): -->
  132. <Applicable_Unit_Categories>Infantry, Vehicle, Structure</Applicable_Unit_Categories>
  133. <Applicable_Unit_Types />
  134. <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
  135. </Redirect_Blaster_Ability>
  136. </Abilities>
  137.  
  138. </GroundInfantry>
  139.  
  140. <GroundCompany Name="Imperial_Elite_Guard_Team">
  141. <LOD_Bias>5</LOD_Bias>
  142. <Text_ID>TEXT_IMPERIAL_ELITE_GUARD</Text_ID>
  143. <Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against>
  144. <Encyclopedia_Vulnerable_To> MPTL Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
  145. <Encyclopedia_Text>TEXT_TOOLTIP_ELITE_GUARD TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
  146. <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
  147. <GUI_Row> 1 </GUI_Row>
  148. <Is_Dummy>Yes</Is_Dummy>
  149. <Damage>50</Damage>
  150. <Autoresolve_Health>750</Autoresolve_Health> <!-- changed to reflect the real health of the units-->
  151. <Affiliation>Empire</Affiliation>
  152. <Build_Cost_Credits>1000</Build_Cost_Credits>
  153. <Piracy_Value_Credits>500</Piracy_Value_Credits>
  154. <Build_Time_Seconds>120</Build_Time_Seconds>
  155. <Build_Time_Reduced_By_Multiple_Factories> No </Build_Time_Reduced_By_Multiple_Factories>
  156. <Build_Initially_Locked>No</Build_Initially_Locked>
  157. <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
  158. <Tech_Level>1</Tech_Level>
  159. <Required_Timeline>0</Required_Timeline>
  160. <Required_Ground_Base_Level>1</Required_Ground_Base_Level>
  161. <Required_Star_Base_Level>0</Required_Star_Base_Level>
  162. <Required_Special_Structures>E_Ground_Barracks</Required_Special_Structures>
  163. <Required_Planets>Coruscant, Coruscant_P</Required_Planets>
  164. <Behavior>DUMMY_GROUND_COMPANY</Behavior>
  165. <Formation_Priority>1</Formation_Priority>
  166. <Is_Escort>yes</Is_Escort>
  167. <Ship_Class>infantry</Ship_Class>
  168. <Company_Transport_Unit>Tartan_Transport_Cruiser</Company_Transport_Unit>
  169. <Create_Team_Type> EliteGuard_Team </Create_Team_Type>
  170. <Company_Units>
  171. Imperial_Elite_Guard, Imperial_Elite_Guard, Imperial_Elite_Guard
  172. </Company_Units>
  173. <Max_Squad_Size> 1 </Max_Squad_Size>
  174. <Icon_Name>i_button_imperial_guard.tga</Icon_Name>
  175. <GUI_Model_Name>EI_RoyalGaurd.ALO</GUI_Model_Name>
  176. <Land_Model_Name>EI_RoyalGaurd.ALO</Land_Model_Name>
  177. <Scale_Factor>5</Scale_Factor>
  178. <GUI_Offset>0 0 5</GUI_Offset>
  179. <GUI_Velocity>45</GUI_Velocity>
  180. <SFXEvent_Build_Started>EHD_Build_Troops</SFXEvent_Build_Started>
  181. <SFXEvent_Build_Cancelled>EHD_Recruitment_Canceled</SFXEvent_Build_Cancelled>
  182. <SFXEvent_Build_Complete>Unit_Complete_Storm_Trooper</SFXEvent_Build_Complete>
  183. <SFXEvent_Fleet_Move>Unit_Fleet_Move_Storm_Trooper</SFXEvent_Fleet_Move>
  184.  
  185.  
  186. <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
  187. <Tactical_Build_Cost_Multiplayer>300</Tactical_Build_Cost_Multiplayer>
  188. <Tactical_Build_Time_Seconds>5</Tactical_Build_Time_Seconds>
  189. <Tactical_Build_Prerequisites />
  190. <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
  191. <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
  192. <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->
  193. <!--<MULTIPLAYER SKIRMISH VALUES END>-->
  194.  
  195. <Unit_Abilities_Data SubObjectList="Yes">
  196. <Redirect_Blaster_Ability Name="Guard_Redirect_Blaster">
  197. <Activation_Style>Take_Damage</Activation_Style>
  198. <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
  199. <Redirect_Chance>0.15</Redirect_Chance>
  200. <Block_Chance>0.20</Block_Chance>
  201. <Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
  202. <Max_Projectile_Redirection_Angle_In_Degrees> 135.0 </Max_Projectile_Redirection_Angle_In_Degrees>
  203. <Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
  204. <!-- We can block/redirect shots from the following units types (but no missiles or grenades): -->
  205. <Applicable_Unit_Categories>Infantry, Vehicle, Structure</Applicable_Unit_Categories>
  206. <Applicable_Unit_Types />
  207. <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
  208. </Redirect_Blaster_Ability>
  209. </Unit_Abilities_Data>
  210.  
  211. <Maintenance_Cost>0.1</Maintenance_Cost>
  212. <Population_Value>1</Population_Value>
  213. <Score_Cost_Credits>54</Score_Cost_Credits>
  214. </GroundCompany>
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