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- <?xml version="1.0" encoding="us-ascii"?>
- <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance">
- <Tags></Tags>
- <Includes>
- <Include type="all" source="ART:ABSuperweaponAdvancedProjectile.w3x" />
- <!-- Base Object -->
- <Include type="instance" source="DATA:BaseObjects/BaseObject.xml" />
- </Includes>
- <GameObject
- id="BaseGDIMjolnirStrike"
- inheritFrom="BaseObject"
- Side="Japan"
- EditorSorting="SYSTEM"
- TransportSlotCount="0"
- IsTrainable="false"
- KindOf="UNATTACKABLE NOT_AUTOACQUIRABLE NO_COLLIDE INERT"
- EditorName="BaseBalloonBombEffect"
- Description="Desc:BaseBalloonBombEffect"
- TypeDescription="Type:BaseBalloonBombEffect"
- UnitTypeIcon="RiflemenIcon">
- <DisplayName>BaseBalloonBombEffect</DisplayName>
- <ArmorSet
- Armor="NoArmor" />
- <Draws>
- <ScriptedModelDraw
- id="ModuleTag_Draw">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="" />
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="BeaconFlare"/>
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="BeaconSmoke"/>
- </ModelConditionState>
- </ScriptedModelDraw>
- </Draws>
- <Behaviors>
- <LifetimeUpdate
- id="ModuleTag_LifetimeUpdate"
- MinLifetime="30.0s"
- MaxLifetime="30.0s" />
- <DestroyDie
- id="ModuleTag_Die">
- <DieMuxData
- DeathTypes="ALL" />
- </DestroyDie>
- <BombardAreaUpdate
- id="ModuleTag_BalloonBombs"
- WeaponName="GDIMjolnirStrikeDropWeapon"
- MaxShots="6">
- <TimeDelayRange
- Low="0.5s"
- High="5.0s"/>
- <RadiusSpreadRange
- Low="0"
- High="90"/>
- </BombardAreaUpdate>
- </Behaviors>
- <AI>
- <AIUpdate
- id="ModuleTag_AI"
- AutoAcquireEnemiesWhenIdle="YES"
- StateMachine="UnitAIStateMachine"/>
- </AI>
- <Body>
- <PropBody
- id="ModuleTag_Body" />
- </Body>
- <Geometry
- IsSmall="true">
- <Shape
- Type="CYLINDER"
- MajorRadius="5.0"
- Height="5.0"/>
- </Geometry>
- <AudioArraySound>
- <AudioEntry Sound="JAP_BalloonBomb_Flare" AudioType="soundAmbient" />
- </AudioArraySound>
- <ShadowInfo
- Type="NONE" />
- <CrusherInfo
- id="id_CrusherInfo"
- CrushableLevel="0" />
- </GameObject>
- <!-- Generates a bomb per shot -->
- <WeaponTemplate
- id="GDIMjolnirStrikeDropWeapon"
- ClipSize="1"
- AutoReloadsClip="NONE"
- RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
- AttackRange="10000"
- FireFX="FX_JAP_BalloonBomb_Drop"
- Flags="ATTACK_NEEDS_LINE_OF_SIGHT NOT_ATTRACTED_BY_MAGNETS">
- <Nuggets>
- <WeaponOCLNugget
- WeaponOCL="OCL_GDIMjolnirRod" />
- </Nuggets>
- </WeaponTemplate>
- <ObjectCreationList
- id="OCL_GDIMjolnirRod">
- <CreateObject
- Options="IGNORE_ALL_OBJECTS ISSUE_MOVE_AFTER_CREATION OFFSET_IN_LOCAL_SPACE CREATE_AT_TARGET"
- Disposition="FALL_TO_GROUND"
- Count="1">
- <Offset
- x="0"
- y="0"
- z="350" />
- <CreateObject>GDIMjolnirStrikeProjectile</CreateObject>
- </CreateObject>
- </ObjectCreationList>
- <!-- GDI Mjolnir Strike Lvl 1 -->
- <GameObject
- id="GDIMjolnirStrikeLvl1"
- inheritFrom="BaseGDIMjolnirStrike"
- EditorName="GDIMjolnirStrikeLvl1">
- <DisplayName
- xai:joinAction="Replace">Name:BalloonBombEffectLvl1</DisplayName>
- <Behaviors>
- </Behaviors>
- </GameObject>
- <GameObject
- id="GDIMjolnirStrikeProjectile"
- KindOf="SELECTABLE AIRCRAFT VEHICLE SKIRMISH_AI_DONT_CONSIDER_THREAT SKIRMISH_AI_ATTEMPT_TO_DODGE"
- Side="Japan"
- EditorSorting="SYSTEM"
- TransportSlotCount="0"
- IsTrainable="false"
- EditorName="GDIMjolnirStrikeProjectile"
- Description="Desc:GDIMjolnirStrikeProjectile"
- TypeDescription="Type:GDIMjolnirStrikeProjectile"
- SelectPortrait="Portrait_JapanBalloonBomb"
- ButtonImage="Button_JapanBalloonBomb">
- <DisplayName>NAME:GDIMjolnirStrikeProjectile</DisplayName>
- <ArmorSet
- Armor="JapanBalloonArmor"
- DamageFX="VehicleDamageFX" />
- <LocomotorSet
- id="defaultLocomotor"
- Locomotor="JapanBalloonBombBalloonLocomotor"
- Condition="NORMAL"
- Speed="550.0" />
- <SkirmishAIInformation
- DodgeSafetyDistance="100.0">
- <DodgeWithUnits Rule="ALL"
- StatusBitFlagsExclude="AIRBORNE_TARGET">
- </DodgeWithUnits>
- </SkirmishAIInformation>
- <Draws>
- <ScriptedModelDraw
- id="ModuleTag_FXDraw">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="FXMJOLNIRPROJECTILE" />
- <ParticleSysBone
- BoneName="MISSLEFX"
- FXParticleSystemTemplate="GDIMStrikeProj_Trail"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="MISSLEFX"
- FXParticleSystemTemplate="GDIMStrikeProj_Smoke"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="MISSLEFX"
- FXParticleSystemTemplate="GDIMStrikeProj_Fire"
- FollowBone="true"/>
- </ModelConditionState>
- </ScriptedModelDraw>
- </Draws>
- <Behaviors>
- <DestroyDie
- id="ModuleTag_Die">
- <DieMuxData
- DeathTypes="ALL" />
- </DestroyDie>
- <HeightDieUpdate
- id="ModuleTag_HeightDieUpdate"
- TargetHeight="2.0"
- TargetHeightIncludesStructures="true"/>
- <!-- killed via collision. Just nuke ourselves and fire the AOE weapon. Don't spawn a falling bomb because we
- want to damage whatever hit us -->
- <FireWeaponWhenDead
- id="ModuleTag_BalloonBombDeathWeapon_Collided"
- InitiallyActive="true"
- DeathWeapon="JapanBalloonBombWarhead">
- <DieMuxData
- DeathTypes="SUICIDED"/>
- </FireWeaponWhenDead>
- <!-- killed on the ground -->
- <FireWeaponWhenDead
- id="ModuleTag_BalloonBombDeathWeapon"
- InitiallyActive="true"
- DeathWeapon="JapanBalloonBombWarhead">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED"
- ExemptStatus="AIRBORNE_TARGET"/>
- </FireWeaponWhenDead>
- <!-- killed in the air -->
- <FireWeaponWhenDead
- id="ModuleTag_BalloonFallingBombDeathWeapon"
- InitiallyActive="true"
- FireAtGround="true"
- DeathWeapon="JapanBalloonFallingBombWeapon">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED"
- RequiredStatus="AIRBORNE_TARGET"/>
- </FireWeaponWhenDead>
- <!-- spawn a rising balloon as long as you were nuked in the air, regardless of
- whether you were shot down or hit an aircraft -->
- <FireWeaponCollide
- id="ModuleTag_FireWeaponCollide"
- CollideWeapon="JapanBalloonBombSuicideWeapon"
- FireOnce="true"
- Flags="DESTROY_SELF_ON_COLLIDE DO_NOT_COLLIDE_WITH_PRODUCER"
- WhereToFire="OWNER_POSITION"/>
- <Physics
- id="ModuleTag_Physics" />
- <FXListBehavior
- id="ModuleTag_FXList">
- <DieMuxData
- DeathTypes="ALL"
- ExemptStatus="AIRBORNE_TARGET"/>
- <Event
- Index="onDeath"
- FX="FX_JapanBalloon" />
- </FXListBehavior>
- </Behaviors>
- <AI>
- <AIUpdate
- id="ModuleTag_AIUpdate"
- AutoAcquireEnemiesWhenIdle="NO"
- StateMachine="UnitAIStateMachine"/>
- </AI>
- <Body>
- <ActiveBody
- id="ModuleTag_Body"
- MaxHealth="1000"/>
- </Body>
- <Geometry
- IsSmall="true">
- <Shape
- Type="CYLINDER"
- MajorRadius="6.0"
- Height="30.0"/>
- </Geometry>
- <AudioArrayVoice>
- <AudioEntry Sound="JAP_BalloonBomb_VoiceSelect" AudioType="voiceSelect" />
- <AudioEntry Sound="JAP_BalloonBomb_VoiceAttack" AudioType="voiceAttack" />
- <AudioEntry Sound="JAP_BalloonBomb_VoiceMove" AudioType="voiceMove" />
- </AudioArrayVoice>
- <AudioArraySound>
- <AudioEntry Sound="JAP_BalloonBomb_Ambient" AudioType="soundAmbient" />
- </AudioArraySound>
- <VisionInfo
- VisionRange="100"
- ShroudClearingRange="100" />
- </GameObject>
- </AssetDeclaration>
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