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AGX750

C&C: Tao's new Dozer

Nov 6th, 2018 (edited)
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  1. ;### TAO'S NEW DOZER CHALLENGE ###
  2. ;###      Made by AGX750       ###
  3. ;###      Version 1.4.1        ###
  4. ;------------------------------------------------------------------------------
  5. Object Nuke_ChinaVehicleDozer ;aka Boom-Dozer
  6.  
  7.   ; *** ART Parameters ***
  8.   SelectPortrait         = SSConvoy_L
  9.   ButtonImage            = SSConvoy_L
  10.  
  11.  ReplaceModule ModuleTag_01
  12.    Draw                     = W3DTankDraw ModuleTag_01_Override
  13.     OkToChangeModelColor    = Yes
  14.  
  15.     ;;;;Normal
  16.     ConditionState      = NONE
  17.       Model             = NVCONSTDOZ_A
  18.       Animation         = NVCONSTDOZ_A.NVCONSTDOZ_A
  19.       AnimationMode     = MANUAL
  20.       WaitForStateToFinishIfPossible = TRANS_DIGGING
  21.       TransitionKey     = TRANS_IDLE
  22.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  23.     End
  24.  
  25.     ConditionState = PREATTACK_A
  26.       Model             = NVCONSTDOZ_A
  27.       Animation         = NVCONSTDOZ_A.NVCONSTDOZ_A
  28.       AnimationMode     = ONCE
  29.       ParticleSysBone   = DIRTFX01 DozerDirtFall
  30.       TransitionKey     = TRANS_DIGGING
  31.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  32.     End
  33.  
  34.     ConditionState = MOVING
  35.       Model             = NVCONSTDOZ_A
  36.       WaitForStateToFinishIfPossible = TRANS_DIGGING
  37.       TransitionKey     = TRANS_MOVING
  38.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  39.     End
  40.    
  41.     ConditionState      = ACTIVELY_CONSTRUCTING
  42.       Model             = NVCONSTDOZ_A
  43.       Animation         = NVCONSTDOZ_A.NVCONSTDOZ_A
  44.       AnimationMode     = LOOP
  45.       TransitionKey     = TRANS_CONSTRUCTING
  46.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  47.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  48.     End
  49.    
  50.     TransitionState  = TRANS_IDLE TRANS_CONSTRUCTING
  51.       Model             = NVCONSTDOZ_A
  52.       Animation         = NVCONSTDOZ_A.NVCONSTDOZ_A
  53.       AnimationMode     = ONCE
  54.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  55.     End
  56.    
  57.     TransitionState  = TRANS_MOVING TRANS_CONSTRUCTING
  58.       Model             = NVCONSTDOZ_A
  59.       Animation         = NVCONSTDOZ_A.NVCONSTDOZ_A
  60.       AnimationMode     = ONCE
  61.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  62.     End
  63.    
  64.     TransitionState  = TRANS_CONSTRUCTING TRANS_IDLE
  65.       Model             = NVCONSTDOZ_A
  66.       Animation         = NVCONSTDOZ_A.NVCONSTDOZ_A
  67.       AnimationMode     = ONCE
  68.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  69.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  70.     End
  71.    
  72.     TransitionState  = TRANS_CONSTRUCTING TRANS_MOVING
  73.       Model             = NVCONSTDOZ_A
  74.       Animation         = NVCONSTDOZ_A.NVCONSTDOZ_A
  75.       AnimationMode     = ONCE
  76.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  77.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  78.     End
  79.    
  80.     ;;;;Realy Damaged
  81.     ConditionState      = REALLYDAMAGED RUBBLE
  82.       Model             = NVCONSTDOZ_AD
  83.       Animation         = NVCONSTDOZ_AD.NVCONSTDOZ_AD
  84.       AnimationMode     = MANUAL
  85.       WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
  86.       TransitionKey     = TRANS_IDLE_DAMAGED
  87.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  88.     End
  89.  
  90.     ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE
  91.       Model             = NVCONSTDOZ_AD
  92.       Animation         = NVCONSTDOZ_AD.NVCONSTDOZ_AD
  93.       AnimationMode     = ONCE
  94.       ParticleSysBone   = DIRTFX01 DozerDirtFall
  95.       TransitionKey     = TRANS_DIGGING_DAMAGED
  96.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  97.     End
  98.  
  99.     ConditionState      = MOVING REALLYDAMAGED RUBBLE
  100.       Model             = NVCONSTDOZ_AD
  101.       WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
  102.       TransitionKey     = TRANS_MOVING_DAMAGED
  103.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  104.     End
  105.    
  106.     ConditionState      = ACTIVELY_CONSTRUCTING REALLYDAMAGED
  107.       Model             = NVCONSTDOZ_AD
  108.       Animation         = NVCONSTDOZ_AD.NVCONSTDOZ_AD
  109.       AnimationMode     = LOOP
  110.       TransitionKey     = TRANS_CONSTRUCTING_DAMAGED
  111.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  112.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  113.     End
  114.    
  115.     TransitionState  = TRANS_IDLE_DAMAGED TRANS_CONSTRUCTING_DAMAGED
  116.       Model             = NVCONSTDOZ_AD
  117.       Animation         = NVCONSTDOZ_AD.NVCONSTDOZ_AD
  118.       AnimationMode     = ONCE
  119.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  120.     End
  121.    
  122.     TransitionState  = TRANS_MOVING_DAMAGED TRANS_CONSTRUCTING_DAMAGED
  123.       Model             = NVCONSTDOZ_AD
  124.       Animation         = NVCONSTDOZ.NVCONSTDOZ
  125.       AnimationMode     = ONCE
  126.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  127.     End
  128.    
  129.     TransitionState  = TRANS_CONSTRUCTING_DAMAGED TRANS_IDLE_DAMAGED
  130.       Model             = NVCONSTDOZ_AD
  131.       Animation         = NVCONSTDOZ_AD.NVCONSTDOZ_AD
  132.       AnimationMode     = ONCE
  133.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  134.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  135.     End
  136.    
  137.     TransitionState  = TRANS_CONSTRUCTING_DAMAGED TRANS_MOVING_DAMAGED
  138.       Model             = NVCONSTDOZ_AD
  139.       Animation         = NVCONSTDOZ_AD.NVCONSTDOZ_AD
  140.       AnimationMode     = ONCE
  141.       Flags             = MAINTAIN_FRAME_ACROSS_STATES
  142.       HideSubObject     = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
  143.     End
  144.    
  145.     TrackMarks           = EXTnkTrack.tga
  146.     TreadAnimationRate   = 2.0  ; amount of tread texture to move per second
  147.   End
  148.  End
  149.  
  150.  AddModule
  151.   Draw              = W3DTruckDraw ModuleTag_08
  152.   OkToChangeModelColor = Yes
  153.     ConditionState  = NONE
  154.       Model         = NVConvoy
  155.       HideSubObject = TIRE07 TIRE08 TIRE09 TIRE10
  156.     End
  157.     ConditionState  = LOADED
  158.       Model         = NVConvoy
  159.       HideSubObject = TIRE07 TIRE08 TIRE09 TIRE10
  160.     End  
  161.     CabRotationMultiplier = 1.5
  162.  
  163.     TrailerRotationMultiplier = 0.2
  164.     RotationDamping = 0.7
  165.  
  166.     RightFrontTireBone = Tire01
  167.     LeftFrontTireBone = Tire02
  168.  
  169.     TireRotationMultiplier = 0.2   ; this * speed = rotation.
  170.    
  171.     TrackMarks = EXTireTrack.tga
  172.     Dust = RocketBuggyDust
  173.     DirtSpray = RocketBuggyDirtSpray
  174.   End
  175.  End
  176.  AddModule
  177.   Draw = W3DModelDraw ModuleTag_10
  178.     ConditionState = NONE
  179.       Model = CVCARGOBM
  180.     End
  181.   End
  182.  End
  183.  AddModule
  184.   Draw = W3DTruckDraw ModuleTag_01
  185.     OkToChangeModelColor = Yes
  186.  
  187.     DefaultConditionState
  188.       Model           = CVToxSpplyTk
  189.       HideSubObject   = BOX04 TIRE01 TIRE02 TIRE03 TIRE04
  190.     End
  191.  
  192.     ConditionState    = REALLYDAMAGED
  193.       Model           = CVToxSpplyTk_D
  194.       HideSubObject   = BOX04 TIRE01 TIRE02 TIRE03 TIRE04
  195.     End
  196.  
  197.     ConditionState    = RUBBLE
  198.       Model           = CVToxSpplyTk_D1
  199.       HideSubObject   = BOX04 TIRE01 TIRE02 TIRE03 TIRE04
  200.     End
  201.   End
  202. End
  203.  
  204.    ; *** AUDIO Parameters ***
  205.   VoiceSelect         = NukeDozerChinaVoiceSelect
  206.   VoiceTaskComplete   = EvaChina_ConstructionComplete
  207.   SoundMoveStart      = ConvoyTruckMoveStart
  208.   SoundMoveStartDamaged = ConvoyTruckMoveStart
  209.  
  210.   UnitSpecificSounds
  211.     VoiceCreate       = EvaChina_DozerReady
  212.   End
  213.  
  214.   EnergyProduction = 5
  215.   KindOf = +HERO
  216.  
  217.  AddModule
  218.   Behavior = BaseRegenerateUpdate ModuleTag_24
  219.   End
  220.  End
  221.  
  222.  ; Catch fire, and BOOM!
  223.  ReplaceModule ModuleTag_07
  224.   Behavior = SlowDeathBehavior ModuleTag_07_Override
  225.     DeathTypes = ALL -CRUSHED -SPLATTED
  226.     ProbabilityModifier = 100
  227.     DestructionDelay = 1500
  228.     DestructionDelayVariance = 600
  229.     FX  = INITIAL  FX_CrusaderCatchFire
  230.     OCL = FINAL    OCL_ChinaPOWTruckDeathEffect
  231.     FX  = FINAL    FX_BattleMasterExplosionOneFinal
  232.   End
  233.  End
  234.  
  235.  AddModule
  236.    Behavior = OverchargeBehavior ModuleTag_08
  237.     HealthPercentToDrainPerSecond    = 10000% ; DEAD!
  238.     NotAllowedWhenHealthBelowPercent = 0% ; NO!
  239.   End
  240.  End
  241. End
  242.  
  243. ;------------------------------------------------------------------------------
  244. Object ChinaInfantryOfficer ;Tao
  245.  
  246.   ; *** ART Parameters ***
  247.   SelectPortrait         = PNNukeGen_L
  248.   ButtonImage            = PNNukeGen_L
  249.  
  250.   ; *** AUDIO Parameters ***
  251.   VoiceSelect = Taunts_Nuke099
  252.   VoiceMove = Taunts_Nuke101
  253.   VoiceGuard = Taunts_Nuke101
  254.   VoiceAttack = Taunts_Nuke098
  255.   VoiceFear = Taunts_Nuke100
  256.   UnitSpecificSounds
  257.     VoiceEnter = Taunts_Nuke101
  258.     VoiceEnterHostile = Taunts_Nuke101
  259.     VoiceGarrison = Taunts_Nuke101
  260.     VoiceCreate = Taunts_Nuke098
  261.     VoiceGetHealed = Taunts_Nuke101
  262.   End
  263.  
  264.   ; ***DESIGN parameters ***
  265.   DisplayName      = GUI:BioNameEntry_Pos2
  266.   ArmorSet
  267.     Conditions      = None
  268.     Armor           = ChemSuitHumanArmor
  269.     DamageFX        = InfantryDamageFX
  270.   End
  271.   CommandSet        = GenericCommandSet
  272.  
  273.  ;KindOf = +HERO
  274.  
  275.  ReplaceModule ModuleTag_02
  276.   Body = ActiveBody ModuleTag_02_Override
  277.     MaxHealth       = 1000.0
  278.     InitialHealth   = 1000.0
  279.   End
  280.  End
  281.  
  282.  ReplaceModule ModuleTag_Death01
  283.   Behavior = SlowDeathBehavior ModuleTag_Death01_Override
  284.     DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED
  285.     SinkDelay           = 3000
  286.     SinkRate            = 0.5     ; in Dist/Sec
  287.     DestructionDelay    = 8000
  288.     FX                  = INITIAL WeaponFX_CINEConvoyNuke
  289.   End
  290.  End
  291.  ReplaceModule ModuleTag_Death02
  292.   Behavior = SlowDeathBehavior ModuleTag_Death02_Override
  293.     DeathTypes          = NONE +CRUSHED +SPLATTED
  294.     SinkDelay           = 3000
  295.     SinkRate            = 0.5     ; in Dist/Sec
  296.     DestructionDelay    = 8000
  297.     FX                  = INITIAL WeaponFX_CINEConvoyNuke
  298.   End
  299.  End
  300.  ReplaceModule ModuleTag_Death03
  301.   Behavior = SlowDeathBehavior ModuleTag_Death03_Override
  302.     DeathTypes          = NONE +EXPLODED
  303.     SinkDelay           = 3000
  304.     SinkRate            = 0.5     ; in Dist/Sec
  305.     DestructionDelay    = 8000
  306.     FX                  = INITIAL WeaponFX_CINEConvoyNuke
  307.     FlingForce          = 8
  308.     FlingForceVariance  = 3
  309.     FlingPitch          = 60
  310.     FlingPitchVariance  = 10
  311.   End
  312.  End
  313.  ReplaceModule ModuleTag_Death04
  314.   Behavior = SlowDeathBehavior ModuleTag_Death04_Override
  315.     DeathTypes          = NONE +BURNED
  316.     DestructionDelay    = 0
  317.     FX                  = INITIAL WeaponFX_CINEConvoyNuke
  318.     OCL                 = INITIAL OCL_FlamingInfantry
  319.   End
  320.  End
  321.  ReplaceModule ModuleTag_Death05
  322.   Behavior = SlowDeathBehavior ModuleTag_Death05_Override
  323.     DeathTypes          = NONE +POISONED
  324.     DestructionDelay    = 0
  325.     FX                  = INITIAL WeaponFX_CINEConvoyNuke
  326.     OCL                 = INITIAL OCL_ToxicInfantry
  327.   End
  328.  End
  329. End
  330. ;---------------------------------------------------------------
  331. FXList WeaponFX_CINEConvoyNuke ;Also Tao
  332.   Sound
  333.     Name = Taunts_Nuke100
  334.   End
  335. End
  336.  
  337. ;------------------------------------------------------------------------------
  338. ;Super Nuclear Reactor (AI only)
  339. Object Nuke_ChinaPowerPlant
  340.   EnergyProduction    = 99999
  341.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY IMMUNE_TO_CAPTURE
  342. End
  343.  
  344. ;------------------------------------------------------------------------------
  345. DialogEvent EvaChina_DozerReady
  346.    Filename = ecunitr.wav
  347.    Volume = 80
  348.    Limit= 1
  349.    Type = ui player
  350. End
  351. ;------------------------------------------------------------------------------
  352. DialogEvent EvaChina_ConstructionComplete
  353.    Filename = ecconst.wav
  354.    Volume = 80
  355.    Limit= 1
  356.    Type = ui player
  357. End
  358. ;------------------------------------------------------------------------------
  359. AudioEvent NukeDozerChinaVoiceSelect
  360.   Sounds = vdocsea vdocseb vdocsec vdocsed vdocsee bnursela
  361.   Control = random
  362.   Volume = 90
  363.   Type = ui voice player
  364. End
  365. ;------------------------------------------------------------------------------
  366. AudioEvent Nuke_BattleMasterTankVoiceSelect
  367.   Sounds = vbatsea vbatseb vbatsec vbatsed vbatsee vbansea vbanseb
  368.   Control = random
  369.   Volume = 90
  370.   Type = ui voice player
  371. End
  372. ;------------------------------------------------------------------------------
  373. AudioEvent Nuke_TankHunterVoiceSelect
  374.   Sounds = itansea itanseb itansec itansed itansee irensea irenseb irensec
  375.   Control = random
  376.   Volume = 90
  377.   Type = ui voice player
  378. End
  379. ;------------------------------------------------------------------------------
  380. AudioEvent Nuke_TankHunterVoiceAttack
  381.   Sounds = itanata itanatb itanatc itanatd itanate irenata irenatb irenatc
  382.   Control = random
  383.   Volume = 90
  384.   Type = ui voice player
  385. End
  386. ;------------------------------------------------------------------------------
  387. Object Nuke_ChinaSupplyCenter
  388.   Prerequisites
  389.     Object = Nuke_ChinaBarracks
  390.   End
  391. End
  392. ;------------------------------------------------------------------------------
  393. Object Nuke_ChinaGattlingCannon
  394.   Prerequisites
  395.     Object = Nuke_ChinaBarracks
  396.   End
  397.   AddModule
  398.    Behavior = BaseRegenerateUpdate ModuleTag_24
  399.    End
  400.   End
  401. End
  402. ;------------------------------------------------------------------------------
  403. Object Nuke_ChinaBunker
  404.   AddModule
  405.    Behavior = BaseRegenerateUpdate ModuleTag_27
  406.    End
  407.   End
  408. End
  409. ;------------------------------------------------------------------------------
  410. Object Nuke_ChinaSpeakerTower
  411.   KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE
  412.   AddModule
  413.    Behavior = BaseRegenerateUpdate ModuleTag_27
  414.    End
  415.   End
  416. End
  417.  
  418. ;------------------------------------------------------------------------------
  419. CommandButton Nuke_Command_ConstructChinaPowerPlant
  420.   Command       = TOGGLE_OVERCHARGE
  421.   Object        = Nuke_ChinaPowerPlant
  422.   TextLabel     = CONTROLBAR:Nuke_ConstructChinaPowerPlant
  423.   ButtonImage   = SNAdvReactor
  424.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  425.   DescriptLabel           = CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant
  426.   UnitSpecificSound       = Taunts_Nuke099 ;Heheeheeheheheheeeeeeheeee!
  427. End
  428.  
  429. ;----------------------------------------------------------------------------------------
  430. ObjectCreationList OCL_ChinaPOWTruckDeathEffect
  431.   CreateObject
  432.     ObjectNames = CargoTruckNuke
  433.     MinLifetime = 1   ; min lifetime in msec
  434.     MaxLifetime = 1   ; max lifetime in msec
  435.   End
  436. End
  437. ;----------------------------------------------------------------------------------------
  438. ObjectCreationList OCL_GLAPOWTruckDeathEffect
  439.   CreateObject
  440.     ObjectNames = GC_Slth_JarmenKellBullet
  441.     MinLifetime = 1   ; min lifetime in msec
  442.     MaxLifetime = 1   ; max lifetime in msec
  443.   End
  444. End
  445.  
  446. ;-----------------------------------------------
  447. FXList FX_Nuke_Pink
  448.   ViewShake
  449.     Type = SEVERE
  450.   End
  451.  
  452.   Sound
  453.     Name = ExplosionNeutron
  454.   End
  455.  
  456.   ParticleSystem
  457.     Name = NukeFlare_Pink
  458.     InitialDelay = 0 0 UNIFORM   ;In milliseconds
  459.     Offset = X:0.0 Y:0.0 Z:90.0
  460.   End
  461.  
  462.   ParticleSystem
  463.      Name = NukeMushroomExplosion_Pink
  464.      InitialDelay = 200 200 UNIFORM   ;In milliseconds
  465.      Offset = X:0.0 Y:0.0 Z:90.0
  466.   End
  467.  
  468.   ParticleSystem
  469.     Name = NukeMushroomCloudRing_Pink
  470.     InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
  471.     Offset = X:0.0 Y:0.0 Z:105.0
  472.   End
  473.  
  474.   ParticleSystem
  475.     Name = NukeRing_Pink
  476.     Offset = X:0.0 Y:0.0 Z:5.0
  477.   End
  478.  
  479.   ParticleSystem
  480.     Name = NukeBlastWave
  481.     InitialDelay = 300 300 UNIFORM   ;In milliseconds
  482.     Offset = X:0.0 Y:0.0 Z:15.0
  483.   End
  484.  
  485.   ParticleSystem
  486.     Name = NukeShockwaveInverted
  487.     InitialDelay = 300 300 UNIFORM   ;In milliseconds
  488.     Offset = X:0.0 Y:0.0 Z:30.0
  489.   End
  490.  
  491.   ParticleSystem
  492.     Name = NukeMushroomStem_Pink
  493.     InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
  494.     Offset = X:0.0 Y:0.0 Z:30.0
  495.   End
  496.  
  497.   ParticleSystem
  498.     Name = NukeShockwave_Pink
  499.     InitialDelay = 200 200 UNIFORM   ;In milliseconds
  500.     Offset = X:0.0 Y:0.0 Z:30.0
  501.   End
  502.  
  503.   ParticleSystem
  504.     Name = NukeMushroomRing_Pink
  505.     InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
  506.     Offset = X:0.0 Y:0.0 Z:50.0
  507.   End
  508.  
  509.   ParticleSystem
  510.     Name = NukeRadiationInitial_Pink
  511.     InitialDelay = 3000 3000 UNIFORM   ;In milliseconds
  512.     Offset = X:0.0 Y:0.0 Z:0.0
  513.   End
  514.  
  515. End
  516.  
  517. ;------------------------------------------------------------- RGB:(255,40,200)
  518. ParticleSystem NukeFlare_Pink
  519.   Priority = CRITICAL
  520.   IsOneShot = No
  521.   Shader = ADDITIVE
  522.   Type = PARTICLE
  523.   ParticleName = EXLnzFlar2.tga
  524.   AngleZ = 0.00 0.00
  525.   AngularRateZ = 0.00 0.00
  526.   AngularDamping = 1.00 1.00
  527.   VelocityDamping = 1.00 1.00
  528.   Gravity = 0.00
  529.   Lifetime = 700.00 700.00
  530.   SystemLifetime = 50
  531.   Size = 20.00 20.00
  532.   StartSizeRate = 0.00 0.00
  533.   SizeRate = 300.00 300.00
  534.   SizeRateDamping = 0.70 0.70
  535.   Alpha1 = 0.00 0.00 0
  536.   Alpha2 = 0.00 0.00 0
  537.   Alpha3 = 0.00 0.00 0
  538.   Alpha4 = 0.00 0.00 0
  539.   Alpha5 = 0.00 0.00 0
  540.   Alpha6 = 0.00 0.00 0
  541.   Alpha7 = 0.00 0.00 0
  542.   Alpha8 = 0.00 0.00 0
  543.   Color1 = R:0 G:0 B:0 0
  544.   Color2 = R:255 G:40 B:200 2
  545.   Color3 = R:255 G:40 B:200 100
  546.   Color4 = R:0 G:0 B:0 700
  547.   Color5 = R:0 G:0 B:0 0
  548.   Color6 = R:0 G:0 B:0 0
  549.   Color7 = R:0 G:0 B:0 0
  550.   Color8 = R:0 G:0 B:0 0
  551.   ColorScale = 0.00 0.00
  552.   BurstDelay = 25.00 25.00
  553.   BurstCount = 1.00 1.00
  554.   InitialDelay = 0.00 0.00
  555.   DriftVelocity = X:0.00 Y:0.00 Z:0.44
  556.   VelocityType = OUTWARD
  557.   VelOutward = 0.00 0.00
  558.   VelOutwardOther = 0.00 0.00
  559.   VolumeType = CYLINDER
  560.   VolCylinderRadius = 0.00
  561.   VolCylinderLength = 0.00
  562.   IsHollow = No
  563.   IsGroundAligned = No
  564.   IsEmitAboveGroundOnly = No
  565.   IsParticleUpTowardsEmitter = No
  566.   WindMotion = Unused
  567.   WindAngleChangeMin = 0.149924
  568.   WindAngleChangeMax = 0.449946
  569.   WindPingPongStartAngleMin = 0.000000
  570.   WindPingPongStartAngleMax = 0.785398
  571.   WindPingPongEndAngleMin = 5.497787
  572.   WindPingPongEndAngleMax = 6.283185
  573. End
  574.  
  575. ParticleSystem NukeMushroomExplosion_Pink
  576.   Priority = CRITICAL
  577.   IsOneShot = No
  578.   Shader = ADDITIVE
  579.   Type = PARTICLE
  580.   ParticleName = EXexplo03.tga
  581.   AngleZ = -0.10 0.10
  582.   AngularRateZ = -0.02 0.02
  583.   AngularDamping = 1.00 1.00
  584.   VelocityDamping = 0.90 0.90
  585.   Gravity = 0.00
  586.   Lifetime = 300.00 300.00
  587.   SystemLifetime = 100
  588.   Size = 2.00 4.00
  589.   StartSizeRate = 0.00 0.00
  590.   SizeRate = 60.00 60.00
  591.   SizeRateDamping = 0.60 0.60
  592.   Alpha1 = 0.00 0.00 0
  593.   Alpha2 = 0.50 0.50 5
  594.   Alpha3 = 1.00 1.00 150
  595.   Alpha4 = 0.00 0.00 200
  596.   Alpha5 = 0.00 0.00 0
  597.   Alpha6 = 0.00 0.00 0
  598.   Alpha7 = 0.00 0.00 0
  599.   Alpha8 = 0.00 0.00 0
  600.   Color1 = R:255 G:40 B:200 0
  601.   Color2 = R:0 G:0 B:0 300
  602.   Color3 = R:0 G:0 B:0 0
  603.   Color4 = R:0 G:0 B:0 0
  604.   Color5 = R:0 G:0 B:0 0
  605.   Color6 = R:0 G:0 B:0 0
  606.   Color7 = R:0 G:0 B:0 0
  607.   Color8 = R:0 G:0 B:0 0
  608.   ColorScale = 0.00 0.00
  609.   BurstDelay = 20.00 20.00
  610.   BurstCount = 25.00 25.00
  611.   InitialDelay = 0.00 0.00
  612.   DriftVelocity = X:0.00 Y:0.00 Z:0.40
  613.   VelocityType = HEMISPHERICAL
  614.   VelHemispherical = 3.00 3.00
  615.   VolumeType = SPHERE
  616.   VolSphereRadius = 10.00
  617.   IsHollow = Yes
  618.   IsGroundAligned = No
  619.   IsEmitAboveGroundOnly = No
  620.   IsParticleUpTowardsEmitter = No
  621.   WindMotion = Unused
  622.   WindAngleChangeMin = 0.149924
  623.   WindAngleChangeMax = 0.449946
  624.   WindPingPongStartAngleMin = 0.000000
  625.   WindPingPongStartAngleMax = 0.785398
  626.   WindPingPongEndAngleMin = 5.497787
  627.   WindPingPongEndAngleMax = 6.283185
  628. End
  629.  
  630. ParticleSystem NukeMushroomCloudRing_Pink
  631.   Priority = CRITICAL
  632.   IsOneShot = No
  633.   Shader = ALPHA
  634.   Type = PARTICLE
  635.   ParticleName = EXCloud01.tga
  636.   AngleZ = -0.50 0.50
  637.   AngularRateZ = -0.05 0.05
  638.   AngularDamping = 1.00 1.00
  639.   VelocityDamping = 1.00 1.00
  640.   Gravity = 0.00
  641.   Lifetime = 600.00 600.00
  642.   SystemLifetime = 10
  643.   Size = 2.00 4.00
  644.   StartSizeRate = 0.00 0.00
  645.   SizeRate = 40.00 40.00
  646.   SizeRateDamping = 0.65 0.70
  647.   Alpha1 = 0.00 0.00 0
  648.   Alpha2 = 0.50 0.50 50
  649.   Alpha3 = 0.25 0.25 450
  650.   Alpha4 = 0.00 0.00 600
  651.   Alpha5 = 0.00 0.00 0
  652.   Alpha6 = 0.00 0.00 0
  653.   Alpha7 = 0.00 0.00 0
  654.   Alpha8 = 0.00 0.00 0
  655.   Color1 = R:255 G:40 B:200 0
  656.   Color2 = R:255 G:255 B:255 600
  657.   Color3 = R:0 G:0 B:0 0
  658.   Color4 = R:0 G:0 B:0 0
  659.   Color5 = R:0 G:0 B:0 0
  660.   Color6 = R:0 G:0 B:0 0
  661.   Color7 = R:0 G:0 B:0 0
  662.   Color8 = R:0 G:0 B:0 0
  663.   ColorScale = 0.00 0.00
  664.   BurstDelay = 5.00 5.00
  665.   BurstCount = 50.00 50.00
  666.   InitialDelay = 0.00 0.00
  667.   DriftVelocity = X:0.00 Y:0.00 Z:0.40
  668.   VelocityType = CYLINDRICAL
  669.   VelCylindricalRadial = 0.10 0.10
  670.   VelCylindricalNormal = 0.00 0.10
  671.   VolumeType = CYLINDER
  672.   VolCylinderRadius = 20.00
  673.   VolCylinderLength = 0.00
  674.   IsHollow = Yes
  675.   IsGroundAligned = No
  676.   IsEmitAboveGroundOnly = No
  677.   IsParticleUpTowardsEmitter = No
  678.   WindMotion = Unused
  679.   WindAngleChangeMin = 0.149924
  680.   WindAngleChangeMax = 0.449946
  681.   WindPingPongStartAngleMin = 0.000000
  682.   WindPingPongStartAngleMax = 0.785398
  683.   WindPingPongEndAngleMin = 5.497787
  684.   WindPingPongEndAngleMax = 6.283185
  685. End
  686.  
  687. ParticleSystem NukeRing_Pink
  688.   Priority = CRITICAL
  689.   IsOneShot = No
  690.   Shader = ADDITIVE
  691.   Type = PARTICLE
  692.   ParticleName = EXFireRing.tga
  693.   AngleZ = 0.00 0.00
  694.   AngularRateZ = -0.10 0.10
  695.   AngularDamping = 0.80 0.85
  696.   VelocityDamping = 0.50 0.50
  697.   Gravity = 0.00
  698.   Lifetime = 20.00 20.00
  699.   SystemLifetime = 2
  700.   Size = 120.00 120.00
  701.   StartSizeRate = 0.00 0.00
  702.   SizeRate = 15.00 15.00
  703.   SizeRateDamping = 0.99 0.99
  704.   Alpha1 = 1.00 1.00 0
  705.   Alpha2 = 0.00 0.00 0
  706.   Alpha3 = 0.00 0.00 0
  707.   Alpha4 = 0.00 0.00 0
  708.   Alpha5 = 0.00 0.00 0
  709.   Alpha6 = 0.00 0.00 0
  710.   Alpha7 = 0.00 0.00 0
  711.   Alpha8 = 0.00 0.00 0
  712.   Color1 = R:255 G:40 B:200 0
  713.   Color2 = R:0 G:0 B:0 20
  714.   Color3 = R:0 G:0 B:0 90
  715.   Color4 = R:0 G:0 B:0 0
  716.   Color5 = R:0 G:0 B:0 0
  717.   Color6 = R:0 G:0 B:0 0
  718.   Color7 = R:0 G:0 B:0 0
  719.   Color8 = R:0 G:0 B:0 0
  720.   ColorScale = 0.00 0.00
  721.   BurstDelay = 2.00 2.00
  722.   BurstCount = 1.00 1.00
  723.   InitialDelay = 0.00 0.00
  724.   DriftVelocity = X:0.00 Y:0.00 Z:0.00
  725.   VelocityType = ORTHO
  726.   VelOrthoX = 0.00 0.00
  727.   VelOrthoY = 0.00 0.00
  728.   VelOrthoZ = 0.00 0.00
  729.   VolumeType = LINE
  730.   VolLineStart = X:0.00 Y:0.00 Z:8.00
  731.   VolLineEnd = X:0.00 Y:0.00 Z:8.00
  732.   IsHollow = No
  733.   IsGroundAligned = Yes
  734.   IsEmitAboveGroundOnly = No
  735.   IsParticleUpTowardsEmitter = No
  736.   WindMotion = Unused
  737.   WindAngleChangeMin = 0.149924
  738.   WindAngleChangeMax = 0.449946
  739.   WindPingPongStartAngleMin = 0.000000
  740.   WindPingPongStartAngleMax = 0.785398
  741.   WindPingPongEndAngleMin = 5.497787
  742.   WindPingPongEndAngleMax = 6.283185
  743. End
  744.  
  745. ParticleSystem NukeMushroomStem_Pink
  746.   Priority = CRITICAL
  747.   IsOneShot = No
  748.   Shader = ALPHA
  749.   Type = PARTICLE
  750.   ParticleName = EXCloud01.tga
  751.   AngleZ = 0.00 1.00
  752.   AngularRateZ = -0.01 0.01
  753.   AngularDamping = 1.00 1.00
  754.   VelocityDamping = 0.99 0.99
  755.   Gravity = 0.00
  756.   Lifetime = 250.00 250.00
  757.   SystemLifetime = 175
  758.   Size = 2.00 50.00
  759.   StartSizeRate = 0.00 0.00
  760.   SizeRate = 4.00 8.00
  761.   SizeRateDamping = 0.90 0.90
  762.   Alpha1 = 0.00 0.00 0
  763.   Alpha2 = 0.10 0.10 2
  764.   Alpha3 = 0.75 0.75 100
  765.   Alpha4 = 0.00 0.00 250
  766.   Alpha5 = 0.00 0.00 0
  767.   Alpha6 = 0.00 0.00 0
  768.   Alpha7 = 0.00 0.00 0
  769.   Alpha8 = 0.00 0.00 0
  770.   Color1 = R:192 G:192 B:192 0
  771.   Color2 = R:255 G:40 B:200 150
  772.   Color3 = R:0 G:0 B:0 0
  773.   Color4 = R:0 G:0 B:0 0
  774.   Color5 = R:0 G:0 B:0 0
  775.   Color6 = R:0 G:0 B:0 0
  776.   Color7 = R:0 G:0 B:0 0
  777.   Color8 = R:0 G:0 B:0 0
  778.   ColorScale = -0.25 0.25
  779.   BurstDelay = 2.00 2.00
  780.   BurstCount = 1.00 1.00
  781.   InitialDelay = 0.00 0.00
  782.   DriftVelocity = X:0.00 Y:0.00 Z:1.00
  783.   VelocityType = OUTWARD
  784.   VelOutward = -1.00 -1.00
  785.   VelOutwardOther = -1.00 -1.00
  786.   VolumeType = CYLINDER
  787.   VolCylinderRadius = 75.00
  788.   VolCylinderLength = 10.00
  789.   IsHollow = Yes
  790.   IsGroundAligned = No
  791.   IsEmitAboveGroundOnly = No
  792.   IsParticleUpTowardsEmitter = No
  793.   WindMotion = Unused
  794.   WindAngleChangeMin = 0.149924
  795.   WindAngleChangeMax = 0.449946
  796.   WindPingPongStartAngleMin = 0.000000
  797.   WindPingPongStartAngleMax = 0.785398
  798.   WindPingPongEndAngleMin = 5.497787
  799.   WindPingPongEndAngleMax = 6.283185
  800. End
  801.  
  802. ParticleSystem NukeMushroomRing_Pink
  803.   Priority = CRITICAL
  804.   IsOneShot = No
  805.   Shader = ADDITIVE
  806.   Type = PARTICLE
  807.   ParticleName = EXexplo03.tga
  808.   AngleZ = 0.00 7.00
  809.   AngularRateZ = -0.03 0.03
  810.   AngularDamping = 1.00 1.00
  811.   VelocityDamping = 0.98 0.97
  812.   Gravity = 0.00
  813.   Lifetime = 400.00 400.00
  814.   SystemLifetime = 15
  815.   Size = 20.00 20.00
  816.   StartSizeRate = 0.00 0.00
  817.   SizeRate = 2.00 2.00
  818.   SizeRateDamping = 0.98 0.98
  819.   Alpha1 = 0.00 0.00 0
  820.   Alpha2 = 0.00 0.00 0
  821.   Alpha3 = 0.00 0.00 0
  822.   Alpha4 = 0.00 0.00 0
  823.   Alpha5 = 0.00 0.00 0
  824.   Alpha6 = 0.00 0.00 0
  825.   Alpha7 = 0.00 0.00 0
  826.   Alpha8 = 0.00 0.00 0
  827.   Color1 = R:255 G:40 B:200 0
  828.   Color2 = R:0 G:0 B:0 400
  829.   Color3 = R:0 G:0 B:0 0
  830.   Color4 = R:0 G:0 B:0 0
  831.   Color5 = R:0 G:0 B:0 0
  832.   Color6 = R:0 G:0 B:0 0
  833.   Color7 = R:0 G:0 B:0 0
  834.   Color8 = R:0 G:0 B:0 0
  835.   ColorScale = 0.00 0.00
  836.   BurstDelay = 1.00 1.00
  837.   BurstCount = 10.00 10.00
  838.   InitialDelay = 0.00 0.00
  839.   DriftVelocity = X:0.00 Y:0.00 Z:0.50
  840.   VelocityType = OUTWARD
  841.   VelOutward = 0.60 0.65
  842.   VelOutwardOther = 0.00 0.00
  843.   VolumeType = CYLINDER
  844.   VolCylinderRadius = 25.00
  845.   VolCylinderLength = 10.00
  846.   IsHollow = Yes
  847.   IsGroundAligned = No
  848.   IsEmitAboveGroundOnly = No
  849.   IsParticleUpTowardsEmitter = No
  850.   WindMotion = Unused
  851.   WindAngleChangeMin = 0.149924
  852.   WindAngleChangeMax = 0.449946
  853.   WindPingPongStartAngleMin = 0.000000
  854.   WindPingPongStartAngleMax = 0.785398
  855.   WindPingPongEndAngleMin = 5.497787
  856.   WindPingPongEndAngleMax = 6.283185
  857. End
  858.  
  859. ParticleSystem NukeShockwave_Pink
  860.   Priority = CRITICAL
  861.   IsOneShot = No
  862.   Shader = ALPHA
  863.   Type = PARTICLE
  864.   ParticleName = EXCloud01.tga
  865.   AngleZ = 0.00 1.00
  866.   AngularRateZ = -0.01 0.01
  867.   AngularDamping = 1.00 1.00
  868.   VelocityDamping = 0.99 0.99
  869.   Gravity = 0.00
  870.   Lifetime = 600.00 600.00
  871.   SystemLifetime = 1
  872.   Size = 2.00 20.00
  873.   StartSizeRate = 0.00 0.00
  874.   SizeRate = 4.00 8.00
  875.   SizeRateDamping = 0.95 0.95
  876.   Alpha1 = 0.00 0.00 0
  877.   Alpha2 = 0.60 0.60 40
  878.   Alpha3 = 0.00 0.00 600
  879.   Alpha4 = 0.00 0.00 0
  880.   Alpha5 = 0.00 0.00 0
  881.   Alpha6 = 0.00 0.00 0
  882.   Alpha7 = 0.00 0.00 0
  883.   Alpha8 = 0.00 0.00 0
  884.   Color1 = R:255 G:40 B:200 0
  885.   Color2 = R:128 G:128 B:128 0
  886.   Color3 = R:0 G:0 B:0 0
  887.   Color4 = R:0 G:0 B:0 0
  888.   Color5 = R:0 G:0 B:0 0
  889.   Color6 = R:0 G:0 B:0 0
  890.   Color7 = R:0 G:0 B:0 0
  891.   Color8 = R:0 G:0 B:0 0
  892.   ColorScale = 0.00 1.00
  893.   BurstDelay = 1.00 1.00
  894.   BurstCount = 250.00 250.00
  895.   InitialDelay = 0.00 0.00
  896.   DriftVelocity = X:0.00 Y:0.00 Z:0.20
  897.   VelocityType = OUTWARD
  898.   VelOutward = -0.15 0.00
  899.   VelOutwardOther = 0.00 0.00
  900.   VolumeType = CYLINDER
  901.   VolCylinderRadius = 200.00
  902.   VolCylinderLength = 50.00
  903.   IsHollow = No
  904.   IsGroundAligned = No
  905.   IsEmitAboveGroundOnly = No
  906.   IsParticleUpTowardsEmitter = No
  907.   WindMotion = Unused
  908.   WindAngleChangeMin = 0.149924
  909.   WindAngleChangeMax = 0.449946
  910.   WindPingPongStartAngleMin = 0.000000
  911.   WindPingPongStartAngleMax = 0.785398
  912.   WindPingPongEndAngleMin = 5.497787
  913.   WindPingPongEndAngleMax = 6.283185
  914. End
  915.  
  916. ParticleSystem NukeRadiationInitial_Pink
  917.   Priority = CRITICAL
  918.   IsOneShot = No
  919.   Shader = ADDITIVE
  920.   Type = PARTICLE
  921.   ParticleName = EXPuddle.tga
  922.   AngleZ = -5.00 5.00
  923.   AngularRateZ = 0.00 0.00
  924.   AngularDamping = 1.00 1.00
  925.   VelocityDamping = 0.20 0.20
  926.   Gravity = 0.00
  927.   Lifetime = 90.00 90.00
  928.   SystemLifetime = 400
  929.   Size = 60.00 60.00
  930.   StartSizeRate = 0.00 0.00
  931.   SizeRate = 10.00 10.00
  932.   SizeRateDamping = 0.90 0.95
  933.   Alpha1 = 1.00 1.00 0
  934.   Alpha2 = 0.00 0.00 100
  935.   Alpha3 = 0.00 0.00 0
  936.   Alpha4 = 0.00 0.00 0
  937.   Alpha5 = 0.00 0.00 0
  938.   Alpha6 = 0.00 0.00 0
  939.   Alpha7 = 0.00 0.00 0
  940.   Alpha8 = 0.00 0.00 0
  941.   Color1 = R:0 G:0 B:0 0
  942.   Color2 = R:255 G:40 B:200 50
  943.   Color3 = R:0 G:0 B:0 90
  944.   Color4 = R:0 G:0 B:0 0
  945.   Color5 = R:0 G:0 B:0 0
  946.   Color6 = R:0 G:0 B:0 0
  947.   Color7 = R:0 G:0 B:0 0
  948.   Color8 = R:0 G:0 B:0 0
  949.   ColorScale = 0.00 0.00
  950.   BurstDelay = 3.00 3.00
  951.   BurstCount = 1.00 1.00
  952.   InitialDelay = 0.00 0.00
  953.   DriftVelocity = X:0.00 Y:0.00 Z:0.01
  954.   VelocityType = ORTHO
  955.   VelOrthoX = 0.00 0.00
  956.   VelOrthoY = 0.00 0.00
  957.   VelOrthoZ = 0.00 0.00
  958.   VolumeType = CYLINDER
  959.   VolCylinderRadius = 200.00
  960.   VolCylinderLength = 0.00
  961.   IsHollow = No
  962.   IsGroundAligned = Yes
  963.   IsEmitAboveGroundOnly = No
  964.   IsParticleUpTowardsEmitter = No
  965.   WindMotion = Unused
  966.   WindAngleChangeMin = 0.149924
  967.   WindAngleChangeMax = 0.449946
  968.   WindPingPongStartAngleMin = 0.000000
  969.   WindPingPongStartAngleMax = 0.785398
  970.   WindPingPongEndAngleMin = 5.497787
  971.   WindPingPongEndAngleMax = 6.283185
  972. End
  973.  
  974. ;------------------------------------------------------------------------------
  975. Object CargoTruckNuke
  976.  ReplaceModule ModuleTag_03
  977.   Behavior = NeutronMissileSlowDeathBehavior ModuleTag_03_Override
  978.     DestructionDelay = 3500
  979.     ScorchMarkSize      = 640
  980.     FXList              = FX_Nuke_Pink
  981.    
  982.     Blast1Enabled       = Yes
  983.     Blast1Delay         = 580     ;in milliseconds
  984.     Blast1ScorchDelay   = 100     ;in milliseconds
  985.     Blast1InnerRadius   = 120.0    ;objects inside this get the full damage
  986.     Blast1OuterRadius   = 120.0    ;objects inside this get some of the full damage
  987.     Blast1MaxDamage     = 0.0     ;damage within inner radius of blast
  988.     Blast1MinDamage     = 0.0     ;always do at least this much damage to objects
  989.     Blast1ToppleSpeed   = 0.5     ;higher #'s topple faster
  990.     Blast1PushForce     = 10.0    ;higher #'s push more
  991.    
  992.     Blast2Enabled       = Yes
  993.     Blast2Delay         = 660    ;in milliseconds
  994.     Blast2ScorchDelay   = 180     ;in milliseconds
  995.     Blast2InnerRadius   = 180.0    ;objects inside this get the full damage
  996.     Blast2OuterRadius   = 180.0    ;objects inside this get some of the full damage
  997.     Blast2MaxDamage     = 0.0     ;damage within inner radius of blast
  998.     Blast2MinDamage     = 0.0     ;always do at least this much damage to objects
  999.     Blast2ToppleSpeed   = 0.45    ;higher #'s topple faster
  1000.     Blast2PushForce     = 8.0     ;higher #'s push more
  1001.    
  1002.     Blast3Enabled       = Yes
  1003.     Blast3Delay         = 720    ;in milliseconds
  1004.     Blast3ScorchDelay   = 260     ;in milliseconds
  1005.     Blast3InnerRadius   = 240.0   ;objects inside this get the full damage
  1006.     Blast3OuterRadius   = 240.0   ;objects inside this get some of the full damage
  1007.     Blast3MaxDamage     = 0.0     ;damage within inner radius of blast
  1008.     Blast3MinDamage     = 0.0     ;always do at least this much damage to objects
  1009.     Blast3ToppleSpeed   = 0.42    ;higher #'s topple faster
  1010.     Blast3PushForce     = 6.0     ;higher #'s push more
  1011.  
  1012.     Blast4Enabled       = Yes
  1013.     Blast4Delay         = 850    ;in milliseconds
  1014.     Blast4ScorchDelay   = 340     ;in milliseconds
  1015.     Blast4InnerRadius   = 300.0   ;objects inside this get the full damage
  1016.     Blast4OuterRadius   = 300.0   ;objects inside this get some of the full damage
  1017.     Blast4MaxDamage     = 0.0     ;damage within inner radius of blast
  1018.     Blast4MinDamage     = 0.0     ;always do at least this much damage to objects
  1019.     Blast4ToppleSpeed   = 0.40    ;higher #'s topple faster
  1020.     Blast4PushForce     = 6.0     ;higher #'s push more
  1021.  
  1022.     Blast5Enabled       = Yes
  1023.     Blast5Delay         = 1000    ;in milliseconds
  1024.     Blast5ScorchDelay   = 420     ;in milliseconds
  1025.     Blast5InnerRadius   = 360.0   ;objects inside this get the full damage
  1026.     Blast5OuterRadius   = 360.0   ;objects inside this get some of the full damage
  1027.     Blast5MaxDamage     = 0.0     ;damage within inner radius of blast
  1028.     Blast5MinDamage     = 0.0     ;always do at least this much damage to objects
  1029.     Blast5ToppleSpeed   = 0.38    ;higher #'s topple faster
  1030.     Blast5PushForce     = 6.0     ;higher #'s push more
  1031.    
  1032.     Blast6Enabled       = Yes
  1033.     Blast6Delay         = 1180    ;in milliseconds
  1034.     Blast6ScorchDelay   = 500     ;in milliseconds
  1035.     Blast6InnerRadius   = 120.0    ;objects inside this get the full damage
  1036.     Blast6OuterRadius   = 420.0   ;objects inside this get some of the full damage
  1037.     Blast6MaxDamage     = 0.0  ;damage within inner radius of blast ;3500.0
  1038.     Blast6MinDamage     = 0.0   ;always do at least this much damage to objects ;200.0
  1039.     Blast6ToppleSpeed   = 0.35    ;higher #'s topple faster
  1040.     Blast6PushForce     = 4.0     ;higher #'s push more
  1041.  
  1042.     Blast7Enabled       = Yes
  1043.     Blast7Delay         = 999999  ;in milliseconds, don't do the damage wave
  1044.     Blast7ScorchDelay   = 620     ;in milliseconds
  1045.     Blast7OuterRadius   = 420.0   ;objects inside this get some of the full damage
  1046.  
  1047.     Blast8Enabled       = Yes
  1048.     Blast8Delay         = 999999  ;in milliseconds, don't do the damage wave    
  1049.     Blast8ScorchDelay   = 700     ;in milliseconds
  1050.     Blast8OuterRadius   = 420.0   ;objects inside this get some of the full damage
  1051.  
  1052.     Blast9Enabled       = Yes
  1053.     Blast9Delay         = 999999  ;in milliseconds, don't do the damage wave    
  1054.     Blast9ScorchDelay   = 800     ;in milliseconds
  1055.     Blast9OuterRadius   = 420.0   ;objects inside this get some of the full damage
  1056.   End
  1057.  End
  1058.  
  1059.  AddModule
  1060.   Behavior = OCLUpdate ModuleTag_SpawnExplosion
  1061.     FactionTriggered = No
  1062.     MinDelay = 1180
  1063.     MaxDelay = 1180
  1064.     CreateAtEdge = No
  1065.     OCL = OCL_GLAPOWTruckDeathEffect
  1066.   End
  1067.  End
  1068.  AddModule
  1069.   Behavior = DeletionUpdate ModuleTag_SelfDestruct
  1070.     MinLifetime = 1200
  1071.     MaxLifetime = 1200
  1072.   End
  1073.  End
  1074. End
  1075.  
  1076. ;------------------------------------------------------------------------------
  1077. CommandButton Nuke_Command_ConstructChinaPowerPlant_AI
  1078.   Command       = DOZER_CONSTRUCT
  1079.   Options       = SCRIPT_ONLY
  1080.   Object        = Nuke_ChinaPowerPlant
  1081.   TextLabel     = CONTROLBAR:Nuke_ConstructChinaPowerPlant
  1082.   ButtonImage   = SNAdvReactor
  1083.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  1084.   DescriptLabel           = CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant
  1085. End
  1086. CommandSet Nuke_ChinaDozerCommandSet
  1087.   1  = Nuke_Command_ConstructChinaPowerPlant ;BOOOOOM!
  1088.   2  = Nuke_Command_ConstructChinaWarFactory
  1089.   3  = Nuke_Command_ConstructChinaPropagandaCenter
  1090.   4  = Nuke_Command_ConstructChinaBunker
  1091.   5  = Nuke_Command_ConstructChinaCommandCenter
  1092.   6  = Nuke_Command_ConstructChinaPowerPlant ;BOOOOOM... AGAIN!
  1093.   7  = Nuke_Command_ConstructChinaInternetCenter
  1094.   8  = Nuke_Command_ConstructChinaBarracks
  1095.   9  = Nuke_Command_ConstructChinaPowerPlant ;MORE BOOOOOM!
  1096.   10 = Nuke_Command_ConstructChinaSpeakerTower
  1097.   11 = Nuke_Command_ConstructChinaSupplyCenter
  1098.   12 = Nuke_Command_ConstructChinaAirfield
  1099.   13 = Nuke_Command_ConstructChinaGattlingCannon
  1100.   14 = Nuke_Command_ConstructChinaPowerPlant ;EVEN MORE BOOOOOM!
  1101.   15 = Nuke_Command_ConstructChinaPowerPlant_AI
  1102. End
  1103.  
  1104. ;------------------------------------------------------------------------------
  1105. Object Nuke_ChinaJetMIG
  1106.   UpgradeCameo2 = NONE
  1107.   EnergyProduction = -2
  1108.   KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT POWERED
  1109. End
  1110.  
  1111. ;------------------------------------------------------------------------------
  1112. Object Nuke_ChinaVehicleNukeLauncher
  1113.   ; *** ART Parameters ***
  1114.   SelectPortrait         = SNNukeCan_L
  1115.   ButtonImage            = SNNukeCan
  1116.  
  1117.   UpgradeCameo1 = NONE
  1118.  
  1119.    ReplaceModule ModuleTag_01
  1120.     Draw = W3DTankDraw ModuleTag_01_Override
  1121.    
  1122.     InitialRecoilSpeed   = 120
  1123.     MaxRecoilDistance    = 8
  1124.     RecoilSettleSpeed    = 6
  1125.  
  1126.     OkToChangeModelColor = Yes
  1127.  
  1128.     ExtraPublicBone = Turret01
  1129.  
  1130.     DefaultConditionState
  1131.       Model                           = NVNukeCnNG
  1132.       WeaponLaunchBone                = PRIMARY Muzzle
  1133.       WeaponMuzzleFlash               = PRIMARY MuzzleFX
  1134.       WeaponFireFXBone                = PRIMARY Muzzle
  1135.       WeaponRecoilBone                = PRIMARY Barrel
  1136.       WeaponLaunchBone                = SECONDARY Muzzle
  1137.       WeaponMuzzleFlash               = SECONDARY MuzzleFX
  1138.       WeaponFireFXBone                = SECONDARY Muzzle
  1139.       WeaponRecoilBone                = SECONDARY Barrel
  1140.       HideSubObject                   = TURRET01      ;Hide controlled turret
  1141.       ShowSubObject                   = TURRETFRONT TURRETBACK  ;Show pack/unpack animated turret
  1142.       Turret                          = Turret01
  1143.       TurretPitch                     = TurretEL
  1144.     End
  1145.      
  1146.     ConditionState                    = RUBBLE
  1147.       Model                           = NVNukeCnNG_D1
  1148.       WeaponLaunchBone                = PRIMARY Muzzle
  1149.       WeaponMuzzleFlash               = PRIMARY MuzzleFX
  1150.       WeaponRecoilBone                = PRIMARY Barrel
  1151.       WeaponLaunchBone                = SECONDARY Muzzle
  1152.       WeaponMuzzleFlash               = SECONDARY MuzzleFX
  1153.       WeaponRecoilBone                = SECONDARY Barrel
  1154.       HideSubObject                   = TURRET01      ;Hide controlled turret
  1155.       ShowSubObject                   = TURRETFRONT TURRETBACK  ;Show pack/unpack animated turret
  1156.       Turret                          = Turret01
  1157.       TurretPitch                     = TurretEL
  1158.     End
  1159.  
  1160.     ;*** PACKED STATE -- ready to move ***
  1161.     ConditionState    = MOVING
  1162.       Animation       = NVNukeCnNG.NVNukeCnNG
  1163.       AnimationMode   = ONCE_BACKWARDS
  1164.       Flags           = START_FRAME_FIRST
  1165.     End
  1166.     AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
  1167.     AliasConditionState = BETWEEN_FIRING_SHOTS_A
  1168.     ;***
  1169.     ConditionState    = REALLYDAMAGED MOVING
  1170.       Model           = NVNukeCnNG_D
  1171.       Animation       = NVNukeCnNG_D.NVNukeCnNG_D
  1172.       AnimationMode   = ONCE_BACKWARDS
  1173.       Flags           = START_FRAME_FIRST
  1174.     End
  1175.     AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
  1176.      
  1177.  
  1178.     ;*** UNPACKING STATE  -- preparing to fire ***
  1179.     ConditionState    = UNPACKING
  1180.       Animation       = NVNukeCnNG.NVNukeCnNG
  1181.       AnimationMode   = ONCE
  1182.     End
  1183.     AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
  1184.     ;***
  1185.     ConditionState    = REALLYDAMAGED UNPACKING
  1186.       Model           = NVNukeCnNG_D
  1187.       Animation       = NVNukeCnNG_D.NVNukeCnNG_D
  1188.       AnimationMode   = ONCE
  1189.     End
  1190.     AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
  1191.  
  1192.     ;*** PACKING STATE -- preparing to move ***
  1193.     ConditionState    = PACKING
  1194.       Animation       = NVNukeCnNG.NVNukeCnNG
  1195.       AnimationMode   = ONCE_BACKWARDS
  1196.       Flags           = START_FRAME_LAST
  1197.     End
  1198.  
  1199.     AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
  1200.     ;***
  1201.     ConditionState    = REALLYDAMAGED PACKING
  1202.       Model           = NVNukeCnNG_D
  1203.       Animation       = NVNukeCnNG_D.NVNukeCnNG_D
  1204.       AnimationMode   = ONCE_BACKWARDS
  1205.       Flags           = START_FRAME_LAST
  1206.     End
  1207.     AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
  1208.  
  1209.     ;*** DEPLOYED STATE -- ready to fire ***
  1210.     ConditionState  = DEPLOYED
  1211.       Animation       = NVNukeCnNG.NVNukeCnNG
  1212.       AnimationMode   = ONCE
  1213.       Flags           = START_FRAME_LAST
  1214.       TransitionKey   = TRANS_FIRING_A
  1215.       HideSubObject   = TURRETFRONT TURRETBACK   ;Hide pack/unpack animated turret
  1216.       ShowSubObject   = TURRET01      ;Show controlled turret
  1217.     End
  1218.     AliasConditionState = DEPLOYED FIRING_A
  1219.     AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A
  1220.     AliasConditionState = DEPLOYED RELOADING_A
  1221.     AliasConditionState = DEPLOYED MOVING
  1222.  
  1223.     ConditionState  = DEPLOYED REALLYDAMAGED
  1224.       Model           = NVNukeCnNG_D
  1225.       Animation       = NVNukeCnNG_D.NVNukeCnNG_D
  1226.       AnimationMode   = ONCE
  1227.       Flags           = START_FRAME_LAST
  1228.       TransitionKey   = TRANS_FIRING_A
  1229.       HideSubObject   = TURRETFRONT TURRETBACK  ;Hide pack/unpack animated turret
  1230.       ShowSubObject   = TURRET01      ;Show controlled turret
  1231.     End
  1232.     AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A
  1233.     AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
  1234.     AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A
  1235.     AliasConditionState = DEPLOYED REALLYDAMAGED MOVING
  1236.    
  1237.     TrackMarks              = EXTnkTrack.tga
  1238.     TreadAnimationRate      = 4.0  ; amount of tread texture to move per second
  1239.   End
  1240.  End
  1241.  
  1242.   CommandSet = GenericCommandSet
  1243.   EnergyProduction = -3
  1244.   KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE POWERED
  1245. End
  1246. ;------------------------------------------------------------------------------
  1247. Object Nuke_ChinaTankBattleMaster
  1248.   VoiceSelect = Nuke_BattleMasterTankVoiceSelect
  1249.   EnergyProduction = -1
  1250. End
  1251. ;------------------------------------------------------------------------------
  1252. Object Nuke_ChinaTankECM
  1253.   EnergyProduction = -2
  1254.   KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE POWERED
  1255. End
  1256. ;------------------------------------------------------------------------------
  1257. Object Nuke_ChinaTankDragon
  1258.   EnergyProduction = -2
  1259. End
  1260. ;------------------------------------------------------------------------------
  1261. Object Nuke_ChinaTankGattling
  1262.   EnergyProduction = -1
  1263. End
  1264. ;----------------------------------------------------------------------------------------------------------
  1265. Object Nuke_ChinaVehicleHelix
  1266.    ReplaceModule ModuleTag_01
  1267.     Draw = W3DOverlordAircraftDraw  ModuleTag_01_Override
  1268.  
  1269.       ParticlesAttachedToAnimatedBones = Yes
  1270.  
  1271.     DefaultConditionState
  1272.       Model = NVHELIXNG
  1273.       Animation = NVHELIXNG.NVHELIXNG
  1274.       AnimationMode = LOOP
  1275.       WeaponFireFXBone    = PRIMARY Muzzle03
  1276.       WeaponMuzzleFlash   = PRIMARY TurretFX03
  1277.       HideSubObject       = BombWing
  1278.     End
  1279.  
  1280.     ConditionState = MOVING
  1281.       ParticleSysBone = SMOKE01 HelixExhaust
  1282.       ParticleSysBone = SMOKE02 HelixExhaust
  1283.     End
  1284.  
  1285.     ConditionState = REALLYDAMAGED
  1286.       Model = NVHELIXNG_d
  1287.       Animation = NVHELIXNG_d.NVHELIXNG_d
  1288.       AnimationMode = LOOP
  1289.     End
  1290.     ConditionState = REALLYDAMAGED MOVING
  1291.       Model = NVHELIXNG_d
  1292.       Animation = NVHELIXNG_d.NVHELIXNG_d
  1293.       AnimationMode = LOOP
  1294.       ParticleSysBone = SMOKE01 HelixExhaust
  1295.       ParticleSysBone = SMOKE02 HelixExhaust
  1296.     End
  1297.  
  1298.     ConditionState = RUBBLE
  1299.       Model = NVHELIXNG_d
  1300.       Animation = NVHELIXNG_d.NVHELIXNG_d
  1301.       AnimationMode = LOOP
  1302.     End
  1303.     ConditionState = RUBBLE MOVING
  1304.       Model = NVHELIXNG_d
  1305.       Animation = NVHELIXNG_d.NVHELIXNG_d
  1306.       AnimationMode = LOOP
  1307.       ParticleSysBone = SMOKE01 HelixExhaust
  1308.       ParticleSysBone = SMOKE02 HelixExhaust
  1309.     End
  1310.  
  1311.     ConditionState = RUBBLE SPECIAL_DAMAGED
  1312.       Model = NVHELIXNG_d
  1313.     End
  1314.  
  1315.     OkToChangeModelColor = Yes
  1316.   End
  1317.  End
  1318.  
  1319.   EnergyProduction = -4
  1320.  ;KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK POWERED
  1321. End
  1322. ;------------------------------------------------------------------------------
  1323. Object Nuke_ChinaTankOverlord
  1324.   EnergyProduction = -5
  1325.   KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE POWERED
  1326. End
  1327. ;------------------------------------------------------------------------------
  1328. Object Nuke_ChinaTankOverlordGattlingCannon
  1329.   KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI POWERED
  1330. End
  1331. ;------------------------------------------------------------------------------
  1332. Object Nuke_ChinaVehicleTroopCrawler
  1333.   EnergyProduction = -1
  1334. End
  1335. ;------------------------------------------------------------------------------
  1336. Object Nuke_ChinaVehicleInfernoCannon
  1337.   EnergyProduction = -2
  1338. End
  1339. ;------------------------------------------------------------------------------
  1340. Object Nuke_ChinaVehicleListeningOutpost
  1341.   EnergyProduction = -1
  1342.    ;KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE POWERED
  1343. End
  1344.  
  1345. ;------------------------------------------------------------------------------
  1346. Object Nuke_ChinaInfantryTankHunter
  1347.   ; *** ART Parameters ***
  1348.   SelectPortrait         = SNNukeHunter_L
  1349.   ButtonImage            = SNNukeHunter
  1350.  
  1351.    ReplaceModule ModuleTag_01
  1352.     Draw = W3DModelDraw ModuleTag_01_Override
  1353.     OkToChangeModelColor = Yes
  1354.  
  1355.     DefaultConditionState
  1356.       Model = NINukeHnt
  1357.       IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30
  1358.       IdleAnimation = NITHNT_SKL.NITHNT_IDA
  1359.       IdleAnimation = NITHNT_SKL.NITHNT_IDB
  1360.       AnimationMode = ONCE
  1361.       AnimationSpeedFactorRange = 0.8 1.2
  1362.       TransitionKey = TRANS_Stand
  1363.       WeaponMuzzleFlash = PRIMARY MuzzleFX
  1364.       WeaponFireFXBone = PRIMARY Muzzle
  1365.       WeaponLaunchBone = PRIMARY Muzzle
  1366.       WeaponMuzzleFlash = SECONDARY MuzzleFX
  1367.       WeaponFireFXBone = SECONDARY Muzzle
  1368.       WeaponLaunchBone = SECONDARY Muzzle
  1369.       WeaponMuzzleFlash = TERTIARY MuzzleFX
  1370.       WeaponFireFXBone = TERTIARY Muzzle
  1371.       WeaponLaunchBone = TERTIARY Muzzle
  1372.     End
  1373.  
  1374.     AliasConditionState = REALLYDAMAGED
  1375.  
  1376.     ConditionState  = FIRING_A
  1377.       Animation     = NITHNT_SKL.NITHNT_ATA
  1378.       AnimationMode = ONCE
  1379.       TransitionKey = TRANS_START_FIRING
  1380.     End
  1381.  
  1382.     AliasConditionState = REALLYDAMAGED FIRING_A    
  1383.     ConditionState      = BETWEEN_FIRING_SHOTS_A
  1384.       Animation         = NITHNT_SKL.NITHNT_STA
  1385.       AnimationMode     = ONCE
  1386.       WaitForStateToFinishIfPossible = TRANS_START_FIRING
  1387.     End
  1388.     AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
  1389.  
  1390.     ConditionState      = RELOADING_A
  1391.       Animation         = NITHNT_SKL.NITHNT_ATA 10
  1392.       AnimationMode     = ONCE
  1393.     End
  1394.     AliasConditionState = MOVING RELOADING_A
  1395.     AliasConditionState = REALLYDAMAGED MOVING RELOADING_A
  1396.  
  1397.     ConditionState  = FIRING_B
  1398.       Animation     = NITHNT_SKL.NITHNT_ATA
  1399.       AnimationMode = ONCE
  1400.       TransitionKey = TRANS_START_FIRING
  1401.     End
  1402.  
  1403.     AliasConditionState = REALLYDAMAGED FIRING_B    
  1404.     ConditionState      = BETWEEN_FIRING_SHOTS_B
  1405.       Animation         = NITHNT_SKL.NITHNT_STA
  1406.       AnimationMode     = ONCE
  1407.       WaitForStateToFinishIfPossible = TRANS_START_FIRING
  1408.     End
  1409.     AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_B
  1410.  
  1411.     ConditionState      = RELOADING_B
  1412.       Animation         = NITHNT_SKL.NITHNT_ATA 10
  1413.       AnimationMode     = ONCE
  1414.     End
  1415.     AliasConditionState = MOVING RELOADING_B
  1416.     AliasConditionState = REALLYDAMAGED MOVING RELOADING_B
  1417.  
  1418.     ConditionState  = FIRING_C
  1419.       Animation     = NITHNT_SKL.NITHNT_ATA
  1420.       AnimationMode = ONCE
  1421.       TransitionKey = TRANS_START_FIRING
  1422.     End
  1423.  
  1424.     AliasConditionState = REALLYDAMAGED FIRING_C    
  1425.     ConditionState      = BETWEEN_FIRING_SHOTS_C
  1426.       Animation         = NITHNT_SKL.NITHNT_STA
  1427.       AnimationMode     = ONCE
  1428.       WaitForStateToFinishIfPossible = TRANS_START_FIRING
  1429.     End
  1430.     AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_C
  1431.  
  1432.     ConditionState      = RELOADING_C
  1433.       Animation         = NITHNT_SKL.NITHNT_ATA 10
  1434.       AnimationMode     = ONCE
  1435.     End
  1436.     AliasConditionState = MOVING RELOADING_C
  1437.     AliasConditionState = REALLYDAMAGED MOVING RELOADING_C
  1438.  
  1439.     ConditionState      = MOVING
  1440.       Animation         = NITHNT_SKL.NITHNT_RNA 20
  1441.       AnimationMode     = LOOP
  1442.       Flags             = RANDOMSTART
  1443.       TransitionKey     = None
  1444.       ParticleSysBone   = None InfantryDustTrails
  1445.     End
  1446.     AliasConditionState = REALLYDAMAGED MOVING
  1447.  
  1448.     ConditionState      = DYING
  1449.       Animation = NITHNT_SKL.NITHNT_DTA
  1450.       Animation = NITHNT_SKL.NITHNT_DTB
  1451.       AnimationSpeedFactorRange = 0.9 1.25
  1452.       AnimationMode = ONCE
  1453.       TransitionKey = TRANS_Dying
  1454.     End
  1455.  
  1456.     TransitionState = TRANS_Dying TRANS_Flailing
  1457.       Animation = NITHNT_SKL.NITHNT_ADTA1
  1458.       AnimationMode = ONCE
  1459.     End
  1460.  
  1461.     ConditionState = DYING EXPLODED_FLAILING
  1462.       Animation = NITHNT_SKL.NITHNT_ADTA2
  1463.       AnimationMode = LOOP
  1464.       TransitionKey = TRANS_Flailing
  1465.     End
  1466.  
  1467.     ConditionState = DYING EXPLODED_BOUNCING
  1468.       Animation = NITHNT_SKL.NITHNT_ADTA3
  1469.       AnimationMode = ONCE
  1470.       TransitionKey = None
  1471.     End
  1472.  
  1473.     ConditionState = FREEFALL
  1474.       Animation = NITHNT_SKL.NITHNT_PFL
  1475.       AnimationMode = MANUAL
  1476.       Flags = START_FRAME_FIRST
  1477.       TransitionKey = TRANS_Falling
  1478.     End
  1479.  
  1480.     AliasConditionState = FREEFALL REALLYDAMAGED
  1481.     AliasConditionState = FREEFALL DYING    
  1482.     ConditionState = PARACHUTING
  1483.       Animation = NITHNT_SKL.NITHNT_PHG
  1484.       AnimationMode = LOOP
  1485.       Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
  1486.       TransitionKey = TRANS_Chute
  1487.     End
  1488.  
  1489.     AliasConditionState = PARACHUTING REALLYDAMAGED
  1490.     AliasConditionState = PARACHUTING DYING
  1491.     TransitionState = TRANS_Falling TRANS_Chute
  1492.       Animation = NITHNT_SKL.NITHNT_POP
  1493.       AnimationMode = ONCE
  1494.       Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
  1495.     End  
  1496.  
  1497.     TransitionState = TRANS_Chute TRANS_Stand
  1498.       Animation     = NITHNT_SKL.NITHNT_PTD
  1499.       AnimationMode = ONCE
  1500.     End
  1501.  
  1502.     ConditionState  = SPECIAL_CHEERING
  1503.       Animation     = NITHNT_SKL.NITHNT_CHA
  1504.       AnimationMode = ONCE
  1505.     End
  1506.   End
  1507.  End
  1508.  
  1509.   ; ***DESIGN parameters ***
  1510.   DisplayName = OBJECT:NukeHunter
  1511.  
  1512.   ; *** AUDIO Parameters ***
  1513.   VoiceSelect = Nuke_TankHunterVoiceSelect
  1514.   VoiceAttack = Nuke_TankHunterVoiceAttack
  1515.   VoiceAttackAir = Nuke_TankHunterVoiceAttack
  1516.  
  1517.  AddModule
  1518.   Behavior = VeterancyGainCreate ModuleTag_03
  1519.     StartingLevel = VETERAN
  1520.     ScienceRequired = SCIENCE_RedGuardTraining
  1521.   End
  1522.  End
  1523. End
  1524.  
  1525. ;------------------------------------------------------------------------------
  1526. Object Nuke_ChinaWarFactory
  1527.   KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY POWERED
  1528. End
  1529. ;------------------------------------------------------------------------------
  1530. Object Nuke_ChinaPropagandaCenter
  1531.   Prerequisites
  1532.     Object = Nuke_ChinaWarFactory Nuke_ChinaAirfield
  1533.   End
  1534.   KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH POWERED
  1535. End
  1536. ;------------------------------------------------------------------------------
  1537. Object Nuke_ChinaInternetCenter
  1538.   EnergyProduction = -5
  1539.   Prerequisites
  1540.     Object = Nuke_ChinaPropagandaCenter
  1541.   End
  1542.   VoiceSelect = InternetCenterSelect
  1543. End
  1544. ;------------------------------------------------------------------------------
  1545. Object Nuke_ChinaCommandCenter
  1546. ; ------------ Radar Extending -----------------
  1547.  ReplaceModule ModuleTag_02
  1548.   Draw = W3DModelDraw ModuleTag_02_Override
  1549.     DefaultConditionState
  1550.       Model             = NBConYard_A2
  1551.       Animation         = NBConYard_A2.NBConYard_A2
  1552.       AnimationMode     = ONCE
  1553.       Flags             = START_FRAME_LAST
  1554.     End
  1555.    
  1556.     ConditionState      = DAMAGED
  1557.       Model             = NBConYard_A2D
  1558.       Animation         = NBConYard_A2D.NBConYard_A2D
  1559.       AnimationMode     = ONCE
  1560.       Flags             = START_FRAME_LAST
  1561.     End
  1562.    
  1563.     ConditionState      = REALLYDAMAGED RUBBLE
  1564.       Model             = NBConYard_A2E
  1565.       Animation         = NBConYard_A2E.NBConYard_A2E
  1566.       AnimationMode     = ONCE
  1567.       Flags             = START_FRAME_LAST
  1568.     End
  1569.    
  1570.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  1571.       Model             = NBConYard_A2
  1572.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1573.     End
  1574.        
  1575.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  1576.       Model             = NBConYard_A2D
  1577.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1578.     End  
  1579.    
  1580.     ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
  1581.       Model             = NBConYard_A2E
  1582.       Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  1583.     End
  1584.   End
  1585.  End
  1586.  RemoveModule ModuleTag_16
  1587.  ReplaceModule ModuleTag_17
  1588.   Behavior           = OCLSpecialPower ModuleTag_17_Override
  1589.     SpecialPowerTemplate = Tank_SuperweaponTankParadrop
  1590.     UpgradeOCL           = SCIENCE_TankParadrop3 SUPERWEAPON_BlackMarketNuke
  1591.     UpgradeOCL           = SCIENCE_TankParadrop2 SUPERWEAPON_TerrorCell
  1592.     OCL                  = SUPERWEAPON_CrateDrop
  1593.     CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  1594.     OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
  1595.   End
  1596.  End
  1597.  CommandSet = Nuke_ChinaCommandCenterCommandSetNew
  1598.  ReplaceModule ModuleTag_25
  1599.    Behavior = CommandSetUpgrade ModuleTag_25_Override
  1600.     CommandSet = Nuke_ChinaCommandCenterCommandSetUpgradeNew
  1601.     TriggeredBy = Upgrade_ChinaMines
  1602.   End
  1603.  End
  1604.  AddModule
  1605.    Behavior = GrantUpgradeCreate ModuleTag_FreeRadar
  1606.     UpgradeToGrant = Upgrade_ChinaRadar
  1607.     ExemptStatus = UNDER_CONSTRUCTION
  1608.   End
  1609.  End
  1610. End
  1611. ;------------------------------------------------------------------------------
  1612. Object Nuke_ChinaAirfield
  1613.  AddModule
  1614.   Behavior               = OCLSpecialPower ModuleTag_16
  1615.     SpecialPowerTemplate = SuperweaponNapalmStrike
  1616.     OCL                  = SUPERWEAPON_NapalmStrike
  1617.   End
  1618.  End
  1619. End
  1620.  
  1621. ;------------------------------------------------------------------------------
  1622. MappedImage SAICBM
  1623.   Texture = SSUserInterface512_001.tga
  1624.   TextureWidth = 512
  1625.   TextureHeight = 512
  1626.   Coords = Left:367 Top:295 Right:487 Bottom:391
  1627.   Status = NONE
  1628. End
  1629.  
  1630. ;------------------------------------------------------------------------------
  1631. MappedImage SUToxinRPG
  1632.   Texture = SNUserInterface512_003.tga
  1633.   TextureWidth = 512
  1634.   TextureHeight = 512
  1635.   Coords = Left:407 Top:247 Right:467 Bottom:295
  1636.   Status = NONE
  1637. End
  1638.  
  1639. ;------------------------------------------------------------------------------
  1640. CommandButton SupW_Command_ConstructAmericaNuclearMissileLauncher ;BoomDozer
  1641.   Command          = UNIT_BUILD
  1642.   Object           = Nuke_ChinaVehicleDozer
  1643.   TextLabel        = CONTROLBAR:ConstructChinaDozer
  1644.   ButtonImage      = SAICBM
  1645.   ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
  1646.   DescriptLabel    = CONTROLBAR:ToolTipChinaBuildDozer
  1647. End
  1648.  
  1649. ;------------------------------------------------------------------------------
  1650. CommandButton GC_Chem_Command_ConstructGLAInfantryRPGTrooper
  1651.   Command          = UNIT_BUILD
  1652.   Object           = Nuke_ChinaInfantryTankHunter
  1653.   TextLabel        = CONTROLBAR:ConstructChinaInfantryNukeHunter
  1654.   ButtonImage      = SUToxinRPG
  1655.   ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
  1656.   DescriptLabel    = CONTROLBAR:ToolTipChinaBuildTankHunter
  1657. End
  1658.  
  1659. ;------------------------------------------------------------------------------
  1660. CommandSet Nuke_SCIENCE_CHINA_CommandSetRank3
  1661.   1 = Command_PurchaseScienceClusterMines
  1662.   3 = Nuke_Command_PurchaseScienceCarpetBomb
  1663.   4 = Tank_Command_PurchaseScienceTankParadrop1
  1664.   5 = Tank_Command_PurchaseScienceTankParadrop2
  1665.   6 = Tank_Command_PurchaseScienceTankParadrop3
  1666.   7 = Command_PurchaseScienceCashHack1
  1667.   8 = Command_PurchaseScienceCashHack2
  1668.   9 = Command_PurchaseScienceCashHack3
  1669.   10 = Early_Command_PurchaseScienceEmergencyRepair2
  1670.   11 = Early_Command_PurchaseScienceEmergencyRepair3
  1671.   13 = Command_PurchaseScienceFrenzy1
  1672.   14 = Command_PurchaseScienceFrenzy2
  1673.   15 = Command_PurchaseScienceFrenzy3
  1674. End
  1675.  
  1676. ;------------------------------------------------------------------------------
  1677. CommandSet Nuke_SpecialPowerShortcutChina
  1678.   1 = Command_ClusterMinesFromShortcut
  1679.   2 = Tank_Command_TankParadropFromShortcut
  1680.   3 = Command_CashHackFromShortcut
  1681.   4 = Early_Command_EmergencyRepairFromShortcut
  1682.   5 = Command_EMPPulseFromShortcut
  1683.   6 = Command_NeutronMissileFromShortcut
  1684.   7 = Nuke_Command_ChinaCarpetBombFromShortcut
  1685.   8 = Command_NapalmStrikeFromShortcut
  1686.   10 = Command_FrenzyFromShortcut
  1687. END
  1688. ;------------------------------------------------------------------------------
  1689. CommandSet Nuke_ChinaCommandCenterCommandSetNew
  1690.   1  = SupW_Command_ConstructAmericaNuclearMissileLauncher ;Nuke_Command_ConstructChinaDozer
  1691.   2  = Nuke_Command_ChinaCarpetBomb
  1692.   4  = Command_ClusterMines
  1693.   5  = Command_CashHack
  1694.   6  = Tank_Command_TankParadrop
  1695.   7  = Early_Command_EmergencyRepair
  1696.   8  = Command_EMPPulse
  1697.   9  = Command_UpgradeChinaRadar
  1698.   10 = Command_Frenzy
  1699.   12 = Command_UpgradeChinaMines
  1700.   13 = Command_SetRallyPoint
  1701.   14 = Command_Sell
  1702. End
  1703. ;------------------------------------------------------------------------------
  1704. CommandSet Nuke_ChinaCommandCenterCommandSetUpgradeNew
  1705.   1  = SupW_Command_ConstructAmericaNuclearMissileLauncher ;Nuke_Command_ConstructChinaDozer
  1706.   2  = Nuke_Command_ChinaCarpetBomb
  1707.   4  = Command_ClusterMines
  1708.   5  = Command_CashHack
  1709.   6  = Tank_Command_TankParadrop
  1710.   7  = Early_Command_EmergencyRepair
  1711.   8  = Command_EMPPulse
  1712.   9  = Command_UpgradeChinaRadar
  1713.   10 = Command_Frenzy
  1714.   12 = Command_UpgradeEMPMines
  1715.   13 = Command_SetRallyPoint
  1716.   14 = Command_Sell
  1717. End
  1718. ;------------------------------------------------------------------------------
  1719. CommandSet Nuke_ChinaAirfieldCommandSet
  1720.    1 = Nuke_Command_ConstructChinaJetMIG
  1721.    2 = Command_UpgradeChinaAircraftArmor
  1722.    3 = Nuke_Command_ConstructChinaVehicleHelix
  1723.   11 = Command_NapalmStrike
  1724.   12 = Command_UpgradeChinaMines
  1725.   13 = Command_SetRallyPoint
  1726.   14 = Command_Sell
  1727. End
  1728. ;------------------------------------------------------------------------------
  1729. CommandSet Nuke_ChinaAirfieldCommandSetUpgrade
  1730.   1 = Nuke_Command_ConstructChinaJetMIG
  1731.   2 = Command_UpgradeChinaAircraftArmor
  1732.   3 = Nuke_Command_ConstructChinaVehicleHelix
  1733.  11 = Command_NapalmStrike
  1734.  12 = Command_UpgradeEMPMines
  1735.  13 = Command_SetRallyPoint
  1736.  14 = Command_Sell
  1737. End
  1738. ;------------------------------------------------------------------------------
  1739. CommandSet Nuke_ChinaBarracksCommandSet
  1740.   1 = Nuke_Command_ConstructChinaInfantryRedguard
  1741.   2 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper ;Nuke_Command_ConstructChinaInfantryTankHunter
  1742.   3 = Nuke_Command_ConstructChinaInfantryHacker
  1743.   4 = Nuke_Command_ConstructChinaInfantryBlackLotus
  1744.   7 = Command_UpgradeChinaRedguardCaptureBuilding
  1745.  12 = Command_UpgradeChinaMines
  1746.  13 = Command_SetRallyPoint
  1747.  14 = Command_Sell
  1748. End
  1749. ;------------------------------------------------------------------------------
  1750. CommandSet Nuke_ChinaBarracksCommandSetUpgrade
  1751.   1 = Nuke_Command_ConstructChinaInfantryRedguard
  1752.   2 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper ;Nuke_Command_ConstructChinaInfantryTankHunter
  1753.   3 = Nuke_Command_ConstructChinaInfantryHacker
  1754.   4 = Nuke_Command_ConstructChinaInfantryBlackLotus
  1755.   7 = Command_UpgradeChinaRedguardCaptureBuilding
  1756.  12 = Command_UpgradeEMPMines
  1757.  13 = Command_SetRallyPoint
  1758.  14 = Command_Sell
  1759. End
  1760.  
  1761. ;-----------------------------------------------------------------------------
  1762. CommandButton Command_NapalmStrike
  1763.   Command           = SPECIAL_POWER
  1764.   SpecialPower      = SuperweaponNapalmStrike
  1765.   Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  1766.   TextLabel         = CONTROLBAR:NapalmStrike
  1767.   ButtonImage       = SNFirestorm
  1768.   ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  1769.   DescriptLabel     = CONTROLBAR:TooltipFireWall
  1770.   RadiusCursorType  = NAPALMSTRIKE
  1771.   InvalidCursorName = GenericInvalid
  1772. End
  1773. ;-----------------------------------------------------------------------------
  1774. SpecialPower SuperweaponNapalmStrike
  1775.   Enum                = SPECIAL_NAPALM_STRIKE
  1776.   ReloadTime          = 150000   ; in milliseconds
  1777.   RequiredScience     = SCIENCE_CHINA
  1778.   PublicTimer         = No
  1779.   SharedSyncedTimer   = Yes
  1780.   ViewObjectDuration  = 30000
  1781.   ViewObjectRange     = 250
  1782.   RadiusCursorRadius  = 100
  1783.   ShortcutPower       = Yes     ;Capable of being fired by the side-bar shortcut.
  1784.   AcademyClassify     = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
  1785. End
  1786.  
  1787. ;------------------------------------------------------------------------------
  1788. Weapon Nuke_MilitiaTankGun
  1789.   PrimaryDamage           = 60.0
  1790.   PrimaryDamageRadius     = 0.0
  1791.   ScatterRadiusVsInfantry = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  1792.   AttackRange             = 150.0
  1793.   MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  1794.   MaxTargetPitch          = 15                          ; ditto
  1795.   DamageType              = EXPLOSION
  1796.   DeathType               = EXPLODED
  1797.   WeaponSpeed             = 400                           ; dist/sec
  1798.   WeaponRecoil            = 5                            ; angle to deflect the model when firing
  1799.   ProjectileObject        = BattleMasterTankShell
  1800.   FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
  1801. ; FireOCL                 = OCL_PoisonFieldGammaSmall
  1802.   VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  1803.   ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
  1804.   FireSound               = PaladinTankWeapon
  1805.   RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  1806.   DelayBetweenShots       = 500               ; time between shots, msec
  1807.   ClipSize                = 5                    ; how many shots in a Clip (0 == infinite)
  1808.   ClipReloadTime          = 2000              ; how long to reload a Clip, msec
  1809.   ProjectileCollidesWith  = STRUCTURES WALLS
  1810.   ShowsAmmoPips           = Yes
  1811. End
  1812.  
  1813. ;------------------------------------------------------------------------------
  1814. Object MilitiaTank ;aka Scatter-Tank
  1815.   ; *** ART Parameters ***
  1816.   SelectPortrait         = SSTankDrop
  1817.   ButtonImage            = SSTankDrop
  1818.  
  1819.  ReplaceModule ModuleTag_01
  1820.   Draw = W3DTankDraw ModuleTag_01_Override
  1821.     DefaultConditionState        
  1822.       Model              = CVTank
  1823.       Turret             = Turret01
  1824.       WeaponFireFXBone   = PRIMARY MuzzleFX
  1825.       WeaponRecoilBone   = PRIMARY Barrel
  1826.       WeaponMuzzleFlash  = PRIMARY MuzzleFX
  1827.       WeaponLaunchBone   = PRIMARY MuzzleFX
  1828.     End
  1829.     ConditionState       = REALLYDAMAGED
  1830.       Model              = CVTank_D
  1831.     End
  1832.     ConditionState       = RUBBLE
  1833.       Model              = CVTank_D
  1834.     End
  1835.  
  1836.     TrackMarks           = EXTnkTrack.tga
  1837.     TreadAnimationRate   = 2.0
  1838.     OkToChangeModelColor = Yes
  1839.   End
  1840.  End
  1841.  
  1842.   WeaponSet
  1843.     Conditions = None
  1844.     Weapon     = PRIMARY Nuke_MilitiaTankGun
  1845.   End
  1846.  
  1847.   ; *** AUDIO Parameters ***
  1848.   VoiceSelect = ConvoyTruckVoiceSelect
  1849.   VoiceMove = ConvoyTruckVoiceMove
  1850.   VoiceGuard = ConvoyTruckVoiceMove
  1851.   VoiceAttack = PathfinderVoiceAttack
  1852.   SoundMoveStart = BattleMasterTankMoveStart
  1853.   SoundMoveStartDamaged = BattleMasterTankMoveStart
  1854.  
  1855.   UnitSpecificSounds
  1856.     VoiceCreate = ConvoyTruckVoiceSelect
  1857.     TurretMoveStart = NoSound
  1858.     TurretMoveLoop = TurretMoveLoop
  1859.     VoiceCrush = PathfinderVoiceAttack
  1860.     VoiceEnter = ConvoyTruckVoiceMove
  1861.   End
  1862.  
  1863.   EnergyProduction = -2
  1864.   KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE POWERED
  1865.  
  1866.   AddModule
  1867.    Behavior = BaseRegenerateUpdate ModuleTag_12
  1868.    End
  1869.   End
  1870.  
  1871. ;ReplaceModule ModuleTag_02
  1872. ; Body  = ActiveBody ModuleTag_02_Override
  1873. ;   MaxHealth       = 600
  1874. ;   InitialHealth   = 600
  1875. ; End
  1876. ;End
  1877. End
  1878.  
  1879. ;------------------------------------------------------------------------------
  1880. Object ChinaCommandCenter
  1881.   CommandSet = ChinaCommandCenterCommandSetNew
  1882.   ReplaceModule ModuleTag_25
  1883.    Behavior = CommandSetUpgrade ModuleTag_25_Override
  1884.     CommandSet = ChinaCommandCenterCommandSetUpgradeNew
  1885.     TriggeredBy = Upgrade_ChinaMines
  1886.    End
  1887.   End
  1888.   RemoveModule ModuleTag_16
  1889. End
  1890. ;------------------------------------------------------------------------------
  1891. Object Infa_ChinaCommandCenter
  1892.   ReplaceModule ModuleTag_25
  1893.    Behavior = CommandSetUpgrade ModuleTag_25_Override
  1894.     CommandSet = Infa_ChinaCommandCenterCommandSetUpgradeNew
  1895.     TriggeredBy = Upgrade_ChinaMines
  1896.    End
  1897.   End
  1898.   RemoveModule ModuleTag_16
  1899. End
  1900. ;------------------------------------------------------------------------------
  1901. Object Tank_ChinaCommandCenter
  1902.   RemoveModule ModuleTag_16
  1903. End
  1904.  
  1905. ;-----------------------------------------------------------------------------
  1906. ;Nuke_SUPERWEAPON_TankParadrop1
  1907. ObjectCreationList SUPERWEAPON_CrateDrop
  1908.   DeliverPayload
  1909.     Transport = GLAJetCargoPlane
  1910.     StartAtPreferredHeight = Yes
  1911.     StartAtMaxSpeed = Yes
  1912.     MaxAttempts = 4
  1913.     DropOffset = X:0 Y:0 Z:-10
  1914.     DropDelay = 150         ; time in between each item dropped (if more than one)
  1915.     ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
  1916.     PutInContainer = LargeParachute
  1917.     Payload = MilitiaTank 1
  1918.     DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
  1919.     PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
  1920.     DeliveryDecalRadius = 50
  1921.     DeliveryDecal
  1922.       Texture           = SCCParadrop_USA
  1923.       Style             = SHADOW_ALPHA_DECAL
  1924.       OpacityMin        = 25%
  1925.       OpacityMax        = 50%
  1926.       OpacityThrobTime  = 500
  1927.       Color             = R:227 G:229 B:22 A:255
  1928.       OnlyVisibleToOwningPlayer = Yes
  1929.     End
  1930.   End
  1931. End
  1932.  
  1933. ;-----------------------------------------------------------------------------
  1934. ;Nuke_SUPERWEAPON_TankParadrop2
  1935. ObjectCreationList SUPERWEAPON_TerrorCell
  1936.   DeliverPayload
  1937.     Transport = GLAJetCargoPlane
  1938.     StartAtPreferredHeight = Yes
  1939.     StartAtMaxSpeed = Yes
  1940.     MaxAttempts = 4
  1941.     DropOffset = X:0 Y:0 Z:-10
  1942.     DropDelay = 80        ; time in between each item dropped (if more than one)
  1943.     ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
  1944.     PutInContainer = LargeParachute
  1945.     Payload = MilitiaTank 2
  1946.     DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
  1947.     PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
  1948.     DeliveryDecalRadius = 50
  1949.     DeliveryDecal
  1950.       Texture           = SCCParadrop_USA
  1951.       Style             = SHADOW_ALPHA_DECAL
  1952.       OpacityMin        = 25%
  1953.       OpacityMax        = 50%
  1954.       OpacityThrobTime  = 500
  1955.       Color             = R:227 G:229 B:22 A:255
  1956.       OnlyVisibleToOwningPlayer = Yes
  1957.     End
  1958.   End
  1959. End
  1960.  
  1961. ;-----------------------------------------------------------------------------
  1962. ;Nuke_SUPERWEAPON_TankParadrop3
  1963. ObjectCreationList SUPERWEAPON_BlackMarketNuke
  1964.   DeliverPayload
  1965.     Transport = GLAJetCargoPlane
  1966.     StartAtPreferredHeight = Yes
  1967.     StartAtMaxSpeed = Yes
  1968.     MaxAttempts = 4
  1969.     DropOffset = X:0 Y:0 Z:-10
  1970.     DropDelay = 80        ; time in between each item dropped (if more than one)
  1971.     ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
  1972.     PutInContainer = LargeParachute
  1973.     Payload = MilitiaTank 2
  1974.     DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
  1975.     PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
  1976.     DeliveryDecalRadius = 50
  1977.     DeliveryDecal
  1978.       Texture           = SCCParadrop_USA
  1979.       Style             = SHADOW_ALPHA_DECAL
  1980.       OpacityMin        = 25%
  1981.       OpacityMax        = 50%
  1982.       OpacityThrobTime  = 500
  1983.       Color             = R:227 G:229 B:22 A:255
  1984.       OnlyVisibleToOwningPlayer = Yes
  1985.     End
  1986.   End
  1987.   DeliverPayload
  1988.     Transport = GLAJetCargoPlane
  1989.     StartAtPreferredHeight = Yes
  1990.     StartAtMaxSpeed = No
  1991.     MaxAttempts = 4
  1992.     DropOffset = X:0 Y:0 Z:-10
  1993.     DropDelay = 80        ; time in between each item dropped (if more than one)
  1994.     ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
  1995.     PutInContainer = LargeParachute
  1996.     Payload = MilitiaTank 2
  1997.     DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
  1998.     PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
  1999.     DeliveryDecalRadius = 50
  2000.     DeliveryDecal
  2001.       Texture           = SCCParadrop_USA
  2002.       Style             = SHADOW_ALPHA_DECAL
  2003.       OpacityMin        = 25%
  2004.       OpacityMax        = 50%
  2005.       OpacityThrobTime  = 500
  2006.       Color             = R:227 G:229 B:22 A:255
  2007.       OnlyVisibleToOwningPlayer = Yes
  2008.     End
  2009.   End
  2010. End
  2011.  
  2012. ;------------------------------------------------------------------------------
  2013. Weapon BoomDozerExplosion ;The real explosion!
  2014.   PrimaryDamage = 3500.0            
  2015.   PrimaryDamageRadius = 120.0      
  2016.   SecondaryDamage = 1500.0          
  2017.   SecondaryDamageRadius = 240.0
  2018.   DamageType = EXPLOSION
  2019.   DeathType = EXPLODED
  2020.   ProjectileObject = NONE
  2021.   RadiusDamageAffects = SELF ALLIES NEUTRALS
  2022.   DamageDealtAtSelfPosition = Yes
  2023. End
  2024. ;------------------------------------------------------------------------------
  2025. Object GC_Slth_JarmenKellBullet ;The real object!... wait what?
  2026.   AddModule
  2027.    Behavior = LifetimeUpdate ModuleTag_KillMe
  2028.     MinLifetime = 10   ; min lifetime in msec
  2029.     MaxLifetime = 10   ; max lifetime in msec
  2030.    End
  2031.   End
  2032.  
  2033.   AddModule
  2034.    Behavior = FireWeaponWhenDeadBehavior ModuleTag_BoomNow
  2035.     DeathWeapon     = BoomDozerExplosion
  2036.     StartsActive    = Yes
  2037.    End
  2038.   End
  2039.    
  2040.   RemoveModule ModuleTag_04
  2041.   RemoveModule ModuleTag_05
  2042. End
  2043.  
  2044. ;------------------------------------------------------------------------------
  2045. ;No cheating!
  2046. ;------------------------------------------------------------------------------
  2047. CommandButton Command_ConstructAmericaDozer_AI
  2048.   Command       = UNIT_BUILD
  2049.   Options       = SCRIPT_ONLY
  2050.   Object        = AmericaVehicleDozer
  2051.   TextLabel     = CONTROLBAR:ConstructAmericaDozer
  2052.   ButtonImage   = SACDozer
  2053.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2054.   DescriptLabel           = CONTROLBAR:ToolTipUSABuildDozer
  2055. End
  2056. CommandButton AirF_Command_ConstructAmericaDozer_AI
  2057.   Command       = UNIT_BUILD
  2058.   Options       = SCRIPT_ONLY
  2059.   Object        = AirF_AmericaVehicleDozer
  2060.   TextLabel     = CONTROLBAR:ConstructAmericaDozer
  2061.   ButtonImage   = SACDozer
  2062.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2063.   DescriptLabel           = CONTROLBAR:ToolTipUSABuildDozer
  2064. End
  2065. CommandButton SupW_Command_ConstructAmericaDozer_AI
  2066.   Command       = UNIT_BUILD
  2067.   Options       = SCRIPT_ONLY
  2068.   Object        = SupW_AmericaVehicleDozer
  2069.   TextLabel     = CONTROLBAR:ConstructAmericaDozer
  2070.   ButtonImage   = SACDozer
  2071.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2072.   DescriptLabel           = CONTROLBAR:ToolTipUSABuildDozer
  2073. End
  2074. CommandButton Lazr_Command_ConstructAmericaDozer_AI
  2075.   Command       = UNIT_BUILD
  2076.   Options       = SCRIPT_ONLY
  2077.   Object        = Lazr_AmericaVehicleDozer
  2078.   TextLabel     = CONTROLBAR:ConstructAmericaDozer
  2079.   ButtonImage   = SACDozer
  2080.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2081.   DescriptLabel           = CONTROLBAR:ToolTipUSABuildDozer
  2082. End
  2083. CommandButton Command_ConstructChinaDozer_AI
  2084.   Command       = UNIT_BUILD
  2085.   Options       = SCRIPT_ONLY
  2086.   Object        = ChinaVehicleDozer
  2087.   TextLabel     = CONTROLBAR:ConstructChinaDozer
  2088.   ButtonImage   = SNDozer
  2089.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2090.   DescriptLabel           = CONTROLBAR:ToolTipChinaBuildDozer
  2091. End
  2092. CommandButton Tank_Command_ConstructChinaDozer_AI
  2093.   Command       = UNIT_BUILD
  2094.   Options       = SCRIPT_ONLY
  2095.   Object        = Tank_ChinaVehicleDozer
  2096.   TextLabel     = CONTROLBAR:ConstructChinaDozer
  2097.   ButtonImage   = SNDozer
  2098.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2099.   DescriptLabel           = CONTROLBAR:ToolTipChinaBuildDozer
  2100. End
  2101. CommandButton Infa_Command_ConstructChinaDozer_AI
  2102.   Command       = UNIT_BUILD
  2103.   Options       = SCRIPT_ONLY
  2104.   Object        = Infa_ChinaVehicleDozer
  2105.   TextLabel     = CONTROLBAR:ConstructChinaDozer
  2106.   ButtonImage   = SNDozer
  2107.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2108.   DescriptLabel           = CONTROLBAR:ToolTipChinaBuildDozer
  2109. End
  2110. CommandButton Boss_Command_ConstructChinaDozer_AI
  2111.   Command       = UNIT_BUILD
  2112.   Options       = SCRIPT_ONLY
  2113.   Object        = Boss_VehicleDozer
  2114.   TextLabel     = CONTROLBAR:ConstructChinaDozer
  2115.   ButtonImage   = SNDozer
  2116.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2117.   DescriptLabel           = CONTROLBAR:ToolTipChinaBuildDozer
  2118. End
  2119. CommandButton Command_ConstructGLAWorker_AI
  2120.   Command       = UNIT_BUILD
  2121.   Options       = SCRIPT_ONLY
  2122.   Object        = GLAInfantryWorker
  2123.   TextLabel     = CONTROLBAR:ConstructGLAWorker
  2124.   ButtonImage   = SUWorker
  2125.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2126.   DescriptLabel           = CONTROLBAR:ToolTipGLABuildWorker
  2127. End
  2128. CommandButton GC_Slth_Command_ConstructGLAWorker_AI
  2129.   Command       = UNIT_BUILD
  2130.   Options       = SCRIPT_ONLY
  2131.   Object        = GC_Slth_GLAInfantryWorker
  2132.   TextLabel     = CONTROLBAR:ConstructGLAWorker
  2133.   ButtonImage   = SUWorker
  2134.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2135.   DescriptLabel           = CONTROLBAR:ToolTipGLABuildWorker
  2136. End
  2137. CommandButton Demo_Command_ConstructGLAWorker_AI
  2138.   Command       = UNIT_BUILD
  2139.   Options       = SCRIPT_ONLY
  2140.   Object        = Demo_GLAInfantryWorker
  2141.   TextLabel     = CONTROLBAR:ConstructGLAWorker
  2142.   ButtonImage   = SUWorker
  2143.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2144.   DescriptLabel           = CONTROLBAR:ToolTipGLABuildWorker
  2145. End
  2146. CommandButton Slth_Command_ConstructGLAWorker_AI
  2147.   Command       = UNIT_BUILD
  2148.   Options       = SCRIPT_ONLY
  2149.   Object        = Slth_GLAInfantryWorker
  2150.   TextLabel     = CONTROLBAR:ConstructGLAWorker
  2151.   ButtonImage   = SUWorker
  2152.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2153.   DescriptLabel           = CONTROLBAR:ToolTipGLABuildWorker
  2154. End
  2155. CommandButton Chem_Command_ConstructGLAWorker_AI
  2156.   Command       = UNIT_BUILD
  2157.   Options       = SCRIPT_ONLY
  2158.   Object        = Chem_GLAInfantryWorker
  2159.   TextLabel     = CONTROLBAR:ConstructGLAWorker
  2160.   ButtonImage   = SUWorker
  2161.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2162.   DescriptLabel           = CONTROLBAR:ToolTipGLABuildWorker
  2163. End
  2164. CommandButton GC_Chem_Command_ConstructGLAWorker_AI
  2165.   Command       = UNIT_BUILD
  2166.   Options       = SCRIPT_ONLY
  2167.   Object        = GC_Chem_GLAInfantryWorker
  2168.   TextLabel     = CONTROLBAR:ConstructGLAWorker
  2169.   ButtonImage   = SUWorker
  2170.   ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  2171.   DescriptLabel           = CONTROLBAR:ToolTipGLABuildWorker
  2172. End
  2173. ;------------------------------------------------------------------------------
  2174. CommandSet AmericaCommandCenterCommandSet
  2175.   1  = Command_ConstructAmericaDozer_AI
  2176.   2  = Command_SpectreGunship
  2177.   4  = Command_LeafletDrop
  2178.   5  = Command_A10ThunderboltMissileStrike
  2179.   6  = Command_Paradrop
  2180.   7  = Command_SpyDrone
  2181.   8  = Command_EmergencyRepair
  2182.   9  = Command_DaisyCutter       ;NOTE THIS GETS UPGRADED BELOW
  2183.  10  = Command_SpySatelliteScan
  2184.  13 = Command_SetRallyPoint
  2185.  14 = Command_Sell
  2186. End
  2187. CommandSet AirF_AmericaCommandCenterCommandSet
  2188.   1  = AirF_Command_ConstructAmericaDozer_AI
  2189.   2  = AirF_Command_SpectreGunship
  2190.   4  = Command_LeafletDrop
  2191.   5  = AirF_Command_A10ThunderboltMissileStrike
  2192.   6  = Command_Paradrop
  2193.   7  = Command_SpyDrone
  2194.   8  = Early_Command_EmergencyRepair
  2195.   9  = Command_DaisyCutter
  2196.  10  = Command_SpySatelliteScan
  2197.  13 = Command_SetRallyPoint
  2198.  14 = Command_Sell
  2199. End
  2200. CommandSet SupW_AmericaCommandCenterCommandSet
  2201.   1  = SupW_Command_ConstructAmericaDozer_AI
  2202.   2  = AirF_Command_SpectreGunship
  2203.   4  = Early_Command_LeafletDrop
  2204.   5  = Command_A10ThunderboltMissileStrike
  2205.   6  = Command_Paradrop
  2206.   7  = Command_SpyDrone
  2207.   8  = Command_EmergencyRepair
  2208.   9  = Command_DaisyCutter
  2209.  10  = Command_SpySatelliteScan
  2210.  13  = Command_SetRallyPoint
  2211.  14  = Command_Sell
  2212. End
  2213. CommandSet Lazr_AmericaCommandCenterCommandSet
  2214.   1  = Lazr_Command_ConstructAmericaDozer_AI
  2215.   2  = Command_SpectreGunship
  2216.   4  = Command_LeafletDrop
  2217.   5  = Command_A10ThunderboltMissileStrike
  2218.   6  = Command_Paradrop
  2219.   7  = Command_SpyDrone
  2220.   8  = Command_EmergencyRepair
  2221.   9  = Command_DaisyCutter
  2222.  10  = Command_SpySatelliteScan
  2223.  13 = Command_SetRallyPoint
  2224.  14 = Command_Sell
  2225. End
  2226. CommandSet ChinaCommandCenterCommandSetNew ;New -> No Napalm-Strike!
  2227.   1  = Command_ConstructChinaDozer_AI
  2228.   2  = Early_Command_ChinaCarpetBomb
  2229.   4  = Command_ClusterMines
  2230.   5  = Command_CashHack
  2231.   6  = Command_ArtilleryBarrage
  2232.   7  = Command_EmergencyRepair
  2233.   8  = Command_EMPPulse
  2234.   9  = Command_UpgradeChinaRadar
  2235.   10 = Command_Frenzy
  2236.   12 = Command_UpgradeChinaMines
  2237.   13 = Command_SetRallyPoint
  2238.   14 = Command_Sell
  2239. End
  2240. CommandSet ChinaCommandCenterCommandSetUpgradeNew ;New -> No Napalm-Strike!
  2241.   1  = Command_ConstructChinaDozer_AI
  2242.   2  = Early_Command_ChinaCarpetBomb
  2243.   4  = Command_ClusterMines
  2244.   5  = Command_CashHack
  2245.   6  = Command_ArtilleryBarrage
  2246.   7  = Command_EmergencyRepair
  2247.   8  = Command_EMPPulse
  2248.   9  = Command_UpgradeChinaRadar
  2249.   10 = Command_Frenzy
  2250.   12 = Command_UpgradeEMPMines
  2251.   13 = Command_SetRallyPoint
  2252.   14 = Command_Sell
  2253. End
  2254. CommandSet Infa_ChinaCommandCenterCommandSet
  2255.   1  = Infa_Command_ConstructChinaDozer_AI
  2256.   2  = Early_Command_ChinaCarpetBomb
  2257.   3  = Infa_Command_Paradrop
  2258.   4  = Command_ClusterMines
  2259.   6  = Command_ArtilleryBarrage
  2260.   7  = Command_EmergencyRepair
  2261.   8  = Command_EMPPulse
  2262.   9  = Command_UpgradeChinaRadar
  2263.   10 = Early_Command_Frenzy
  2264.   12 = Command_UpgradeChinaMines
  2265.   13 = Command_SetRallyPoint
  2266.   14 = Command_Sell
  2267. End
  2268. CommandSet Infa_ChinaCommandCenterCommandSetUpgradeNew ;New -> No Napalm-Strike!
  2269.   1  = Infa_Command_ConstructChinaDozer_AI
  2270.   2  = Command_ChinaCarpetBomb
  2271.   4  = Command_ClusterMines
  2272.   5  = Infa_Command_Paradrop
  2273.   6  = Command_ArtilleryBarrage
  2274.   7  = Command_EmergencyRepair
  2275.   8  = Command_EMPPulse
  2276.   9  = Command_UpgradeChinaRadar
  2277.   12 = Command_UpgradeEMPMines
  2278.   13 = Command_SetRallyPoint
  2279.   14 = Command_Sell
  2280. End
  2281. CommandSet Tank_ChinaCommandCenterCommandSet
  2282.   1  = Tank_Command_ConstructChinaDozer_AI
  2283.   2  = Command_ChinaCarpetBomb
  2284.   3  = Tank_Command_TankParadrop
  2285.   4  = Command_ClusterMines
  2286.   5  = Command_CashHack
  2287.   6  = Command_ArtilleryBarrage
  2288.   7  = Early_Command_EmergencyRepair
  2289.   8  = Command_EMPPulse
  2290.   9  = Command_UpgradeChinaRadar
  2291.   10 = Command_Frenzy
  2292.   12 = Command_UpgradeChinaMines
  2293.   13 = Command_SetRallyPoint
  2294.   14 = Command_Sell
  2295. End
  2296. CommandSet Tank_ChinaCommandCenterCommandSetUpgrade
  2297.   1  = Tank_Command_ConstructChinaDozer_AI
  2298.   2  = Command_ChinaCarpetBomb
  2299.   3  = Tank_Command_TankParadrop
  2300.   4  = Command_ClusterMines
  2301.   5  = Command_CashHack
  2302.   6  = Command_ArtilleryBarrage
  2303.   7  = Early_Command_EmergencyRepair
  2304.   8  = Command_EMPPulse
  2305.   9  = Command_UpgradeChinaRadar
  2306.   10 = Command_Frenzy
  2307.   12 = Command_UpgradeEMPMines
  2308.   13 = Command_SetRallyPoint
  2309.   14 = Command_Sell
  2310. End
  2311. CommandSet Boss_ChinaCommandCenterCommandSet
  2312.   1  = Boss_Command_ConstructChinaDozer_AI
  2313.   5  = Command_ArtilleryBarrage
  2314.   6  = Command_EMPPulse
  2315.   7  = Command_ClusterMines
  2316.   8  = Command_SpectreGunship
  2317.   9  = Command_SneakAttack
  2318.   10  = Command_ChinaCarpetBomb
  2319.   11 = Command_UpgradeChinaRadar
  2320.   12 = Command_UpgradeChinaMines
  2321.   13 = Command_SetRallyPoint
  2322.   14 = Command_Sell
  2323. End
  2324. CommandSet Boss_ChinaCommandCenterCommandSetUpgrade
  2325.   1  = Boss_Command_ConstructChinaDozer_AI
  2326.   5  = Command_ArtilleryBarrage
  2327.   6  = Command_EMPPulse
  2328.   7  = Command_ClusterMines
  2329.   8  = Command_SpectreGunship
  2330.   9  = Command_SneakAttack
  2331.   10 = Command_ChinaCarpetBomb
  2332.   11 = Command_UpgradeChinaRadar
  2333.   12 = Command_UpgradeEMPMines
  2334.   13 = Command_SetRallyPoint
  2335.   14 = Command_Sell
  2336. End
  2337. CommandSet GLACommandCenterCommandSet
  2338.   1  = Command_ConstructGLAWorker_AI
  2339.   4  = Command_GPSScrambler
  2340.   5  = Command_Ambush
  2341.   6  = Command_EmergencyRepair
  2342.   7  = Command_AnthraxBomb
  2343.   8  = Command_SneakAttack
  2344.   13 = Command_SetRallyPoint
  2345.   14 = Command_Sell
  2346. End
  2347. CommandSet GC_Chem_GLACommandCenterCommandSet
  2348.   1  = GC_Chem_Command_ConstructGLAWorker_AI
  2349.   2  = Command_UpgradeGLAWorkerShoes
  2350.   3  = GC_Chem_Command_Ambush
  2351.   4  = Command_EmergencyRepair
  2352.   5  = Command_AnthraxBomb
  2353.   6  = Command_SneakAttack
  2354.   13 = Command_SetRallyPoint
  2355.   14 = Command_Sell
  2356. End
  2357. CommandSet GC_Slth_GLACommandCenterCommandSet
  2358.   1  = GC_Slth_Command_ConstructGLAWorker_AI
  2359.   2  = Command_UpgradeGLAWorkerShoes
  2360.   4  = Command_GPSScrambler
  2361.   5  = Command_Ambush
  2362.   6  = Early_Command_EmergencyRepair
  2363.   7  = Command_AnthraxBomb
  2364.   8  = Command_SneakAttack
  2365.   13 = Command_SetRallyPoint
  2366.   14 = Command_Sell
  2367. End
  2368. CommandSet Demo_GLACommandCenterCommandSet
  2369.   1  = Demo_Command_ConstructGLAWorker_AI
  2370.   4  = Command_GPSScrambler
  2371.   5  = Command_Ambush
  2372.   6  = Command_EmergencyRepair
  2373.   7  = Command_AnthraxBomb
  2374.   8  = Command_SneakAttack
  2375.   13 = Command_SetRallyPoint
  2376.   14 = Command_Sell
  2377. End
  2378. CommandSet Demo_GLACommandCenterCommandSetUpgrade
  2379.   1  = Demo_Command_ConstructGLAWorker_AI
  2380.   3  = Demo_Command_TertiarySuicide
  2381.   4  = Command_GPSScrambler
  2382.   5  = Command_Ambush
  2383.   6  = Command_EmergencyRepair
  2384.   7  = Command_AnthraxBomb
  2385.   8  = Command_SneakAttack
  2386.   13 = Command_SetRallyPoint
  2387.   14 = Command_Sell
  2388. End
  2389. CommandSet Slth_GLACommandCenterCommandSet
  2390.   1  = Slth_Command_ConstructGLAWorker_AI
  2391.   4  = Slth_Command_GPSScrambler
  2392.   5  = Command_Ambush
  2393.   6  = Early_Command_EmergencyRepair
  2394.   7  = Command_AnthraxBomb
  2395.   8  = Command_SneakAttack
  2396.   12 = Command_UpgradeGLACamoNetting
  2397.   13 = Command_SetRallyPoint
  2398.   14 = Command_Sell
  2399. End
  2400. CommandSet Chem_GLACommandCenterCommandSet
  2401.   1  = Chem_Command_ConstructGLAWorker_AI
  2402.   5  = Chem_Command_Ambush
  2403.   6  = Command_EmergencyRepair
  2404.   7  = Command_AnthraxBomb
  2405.   8  = Command_SneakAttack
  2406.   13 = Command_SetRallyPoint
  2407.   14 = Command_Sell
  2408. End
  2409. CommandSet GLASupplyStashCommandSet
  2410.   1  = Command_ConstructGLAWorker_AI
  2411.   13 = Command_SetRallyPoint
  2412.   14 = Command_Sell
  2413. End
  2414. CommandSet GC_Chem_GLASupplyStashCommandSet
  2415.   1  = GC_Chem_Command_ConstructGLAWorker_AI
  2416.   13 = Command_SetRallyPoint
  2417.   14 = Command_Sell
  2418. End
  2419. CommandSet GC_Slth_GLASupplyStashCommandSet
  2420.   1  = GC_Slth_Command_ConstructGLAWorker_AI
  2421.   13 = Command_SetRallyPoint
  2422.   14 = Command_Sell
  2423. End
  2424. CommandSet Demo_GLASupplyStashCommandSet
  2425.   1  = Demo_Command_ConstructGLAWorker_AI
  2426.   13 = Command_SetRallyPoint
  2427.   14 = Command_Sell
  2428. End
  2429. CommandSet Demo_GLASupplyStashCommandSetUpgrade
  2430.   1  = Demo_Command_ConstructGLAWorker_AI
  2431.   2  = Demo_Command_TertiarySuicide
  2432.   13 = Command_SetRallyPoint
  2433.   14 = Command_Sell
  2434. End
  2435. CommandSet Slth_GLASupplyStashCommandSet
  2436.   1  = Slth_Command_ConstructGLAWorker_AI
  2437.   12 = Command_UpgradeGLACamoNetting
  2438.   13 = Command_SetRallyPoint
  2439.   14 = Command_Sell
  2440. End
  2441. CommandSet Chem_GLASupplyStashCommandSet
  2442.   1  = Chem_Command_ConstructGLAWorker_AI
  2443.   13 = Command_SetRallyPoint
  2444.   14 = Command_Sell
  2445. End
  2446. ;------------------------------------------------------------------------------
  2447. PlayerTemplate FactionChinaNukeGeneral
  2448.   StartingUnit0     = ChinaInfantryOfficer ;Tao
  2449.   StartingUnit1     = Nuke_ChinaVehicleDozer
  2450.  ;StartingUnit2     = Nuke_ChinaVehicleDozer
  2451. End
  2452. PlayerTemplate FactionAmerica
  2453.   StartingUnit0     = HomelessGuy
  2454. End
  2455. PlayerTemplate FactionChina
  2456.   StartingUnit0     = HomelessGuy
  2457. End
  2458. PlayerTemplate FactionGLA
  2459.   StartingUnit0     = HomelessGuy
  2460. End
  2461. PlayerTemplate FactionAmericaSuperWeaponGeneral
  2462.   StartingUnit0     = HomelessGuy
  2463. End
  2464. PlayerTemplate FactionAmericaLaserGeneral
  2465.   StartingUnit0     = HomelessGuy
  2466. End
  2467. PlayerTemplate FactionAmericaAirForceGeneral
  2468.   StartingUnit0     = HomelessGuy
  2469. End
  2470. PlayerTemplate FactionChinaTankGeneral
  2471.   StartingUnit0     = HomelessGuy
  2472. End
  2473. PlayerTemplate FactionChinaInfantryGeneral
  2474.   StartingUnit0     = HomelessGuy
  2475. End
  2476. PlayerTemplate FactionGLAToxinGeneral
  2477.   StartingUnit0     = HomelessGuy
  2478. End
  2479. PlayerTemplate FactionGLADemolitionGeneral
  2480.   StartingUnit0     = HomelessGuy
  2481. End
  2482. PlayerTemplate FactionGLAStealthGeneral
  2483.   StartingUnit0     = HomelessGuy
  2484. End
  2485. PlayerTemplate FactionBossGeneral
  2486.   StartingUnit0     = HomelessGuy
  2487. End
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