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- ;### TAO'S NEW DOZER CHALLENGE ###
- ;### Made by AGX750 ###
- ;### Version 1.4.1 ###
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaVehicleDozer ;aka Boom-Dozer
- ; *** ART Parameters ***
- SelectPortrait = SSConvoy_L
- ButtonImage = SSConvoy_L
- ReplaceModule ModuleTag_01
- Draw = W3DTankDraw ModuleTag_01_Override
- OkToChangeModelColor = Yes
- ;;;;Normal
- ConditionState = NONE
- Model = NVCONSTDOZ_A
- Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
- AnimationMode = MANUAL
- WaitForStateToFinishIfPossible = TRANS_DIGGING
- TransitionKey = TRANS_IDLE
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- ConditionState = PREATTACK_A
- Model = NVCONSTDOZ_A
- Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
- AnimationMode = ONCE
- ParticleSysBone = DIRTFX01 DozerDirtFall
- TransitionKey = TRANS_DIGGING
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- ConditionState = MOVING
- Model = NVCONSTDOZ_A
- WaitForStateToFinishIfPossible = TRANS_DIGGING
- TransitionKey = TRANS_MOVING
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- ConditionState = ACTIVELY_CONSTRUCTING
- Model = NVCONSTDOZ_A
- Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
- AnimationMode = LOOP
- TransitionKey = TRANS_CONSTRUCTING
- Flags = MAINTAIN_FRAME_ACROSS_STATES
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TransitionState = TRANS_IDLE TRANS_CONSTRUCTING
- Model = NVCONSTDOZ_A
- Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
- AnimationMode = ONCE
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TransitionState = TRANS_MOVING TRANS_CONSTRUCTING
- Model = NVCONSTDOZ_A
- Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
- AnimationMode = ONCE
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TransitionState = TRANS_CONSTRUCTING TRANS_IDLE
- Model = NVCONSTDOZ_A
- Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
- AnimationMode = ONCE
- Flags = MAINTAIN_FRAME_ACROSS_STATES
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TransitionState = TRANS_CONSTRUCTING TRANS_MOVING
- Model = NVCONSTDOZ_A
- Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
- AnimationMode = ONCE
- Flags = MAINTAIN_FRAME_ACROSS_STATES
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- ;;;;Realy Damaged
- ConditionState = REALLYDAMAGED RUBBLE
- Model = NVCONSTDOZ_AD
- Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD
- AnimationMode = MANUAL
- WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
- TransitionKey = TRANS_IDLE_DAMAGED
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE
- Model = NVCONSTDOZ_AD
- Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD
- AnimationMode = ONCE
- ParticleSysBone = DIRTFX01 DozerDirtFall
- TransitionKey = TRANS_DIGGING_DAMAGED
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- ConditionState = MOVING REALLYDAMAGED RUBBLE
- Model = NVCONSTDOZ_AD
- WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
- TransitionKey = TRANS_MOVING_DAMAGED
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED
- Model = NVCONSTDOZ_AD
- Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD
- AnimationMode = LOOP
- TransitionKey = TRANS_CONSTRUCTING_DAMAGED
- Flags = MAINTAIN_FRAME_ACROSS_STATES
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TransitionState = TRANS_IDLE_DAMAGED TRANS_CONSTRUCTING_DAMAGED
- Model = NVCONSTDOZ_AD
- Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD
- AnimationMode = ONCE
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TransitionState = TRANS_MOVING_DAMAGED TRANS_CONSTRUCTING_DAMAGED
- Model = NVCONSTDOZ_AD
- Animation = NVCONSTDOZ.NVCONSTDOZ
- AnimationMode = ONCE
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TransitionState = TRANS_CONSTRUCTING_DAMAGED TRANS_IDLE_DAMAGED
- Model = NVCONSTDOZ_AD
- Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD
- AnimationMode = ONCE
- Flags = MAINTAIN_FRAME_ACROSS_STATES
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TransitionState = TRANS_CONSTRUCTING_DAMAGED TRANS_MOVING_DAMAGED
- Model = NVCONSTDOZ_AD
- Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD
- AnimationMode = ONCE
- Flags = MAINTAIN_FRAME_ACROSS_STATES
- HideSubObject = HEADLIGHT01 BUCKET ARMS EXHAUST01 SMOKE01 SMOKE02 SMOKE04 SMOKE03 SMOKE05
- End
- TrackMarks = EXTnkTrack.tga
- TreadAnimationRate = 2.0 ; amount of tread texture to move per second
- End
- End
- AddModule
- Draw = W3DTruckDraw ModuleTag_08
- OkToChangeModelColor = Yes
- ConditionState = NONE
- Model = NVConvoy
- HideSubObject = TIRE07 TIRE08 TIRE09 TIRE10
- End
- ConditionState = LOADED
- Model = NVConvoy
- HideSubObject = TIRE07 TIRE08 TIRE09 TIRE10
- End
- CabRotationMultiplier = 1.5
- TrailerRotationMultiplier = 0.2
- RotationDamping = 0.7
- RightFrontTireBone = Tire01
- LeftFrontTireBone = Tire02
- TireRotationMultiplier = 0.2 ; this * speed = rotation.
- TrackMarks = EXTireTrack.tga
- Dust = RocketBuggyDust
- DirtSpray = RocketBuggyDirtSpray
- End
- End
- AddModule
- Draw = W3DModelDraw ModuleTag_10
- ConditionState = NONE
- Model = CVCARGOBM
- End
- End
- End
- AddModule
- Draw = W3DTruckDraw ModuleTag_01
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = CVToxSpplyTk
- HideSubObject = BOX04 TIRE01 TIRE02 TIRE03 TIRE04
- End
- ConditionState = REALLYDAMAGED
- Model = CVToxSpplyTk_D
- HideSubObject = BOX04 TIRE01 TIRE02 TIRE03 TIRE04
- End
- ConditionState = RUBBLE
- Model = CVToxSpplyTk_D1
- HideSubObject = BOX04 TIRE01 TIRE02 TIRE03 TIRE04
- End
- End
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = NukeDozerChinaVoiceSelect
- VoiceTaskComplete = EvaChina_ConstructionComplete
- SoundMoveStart = ConvoyTruckMoveStart
- SoundMoveStartDamaged = ConvoyTruckMoveStart
- UnitSpecificSounds
- VoiceCreate = EvaChina_DozerReady
- End
- EnergyProduction = 5
- KindOf = +HERO
- AddModule
- Behavior = BaseRegenerateUpdate ModuleTag_24
- End
- End
- ; Catch fire, and BOOM!
- ReplaceModule ModuleTag_07
- Behavior = SlowDeathBehavior ModuleTag_07_Override
- DeathTypes = ALL -CRUSHED -SPLATTED
- ProbabilityModifier = 100
- DestructionDelay = 1500
- DestructionDelayVariance = 600
- FX = INITIAL FX_CrusaderCatchFire
- OCL = FINAL OCL_ChinaPOWTruckDeathEffect
- FX = FINAL FX_BattleMasterExplosionOneFinal
- End
- End
- AddModule
- Behavior = OverchargeBehavior ModuleTag_08
- HealthPercentToDrainPerSecond = 10000% ; DEAD!
- NotAllowedWhenHealthBelowPercent = 0% ; NO!
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object ChinaInfantryOfficer ;Tao
- ; *** ART Parameters ***
- SelectPortrait = PNNukeGen_L
- ButtonImage = PNNukeGen_L
- ; *** AUDIO Parameters ***
- VoiceSelect = Taunts_Nuke099
- VoiceMove = Taunts_Nuke101
- VoiceGuard = Taunts_Nuke101
- VoiceAttack = Taunts_Nuke098
- VoiceFear = Taunts_Nuke100
- UnitSpecificSounds
- VoiceEnter = Taunts_Nuke101
- VoiceEnterHostile = Taunts_Nuke101
- VoiceGarrison = Taunts_Nuke101
- VoiceCreate = Taunts_Nuke098
- VoiceGetHealed = Taunts_Nuke101
- End
- ; ***DESIGN parameters ***
- DisplayName = GUI:BioNameEntry_Pos2
- ArmorSet
- Conditions = None
- Armor = ChemSuitHumanArmor
- DamageFX = InfantryDamageFX
- End
- CommandSet = GenericCommandSet
- ;KindOf = +HERO
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 1000.0
- InitialHealth = 1000.0
- End
- End
- ReplaceModule ModuleTag_Death01
- Behavior = SlowDeathBehavior ModuleTag_Death01_Override
- DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- FX = INITIAL WeaponFX_CINEConvoyNuke
- End
- End
- ReplaceModule ModuleTag_Death02
- Behavior = SlowDeathBehavior ModuleTag_Death02_Override
- DeathTypes = NONE +CRUSHED +SPLATTED
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- FX = INITIAL WeaponFX_CINEConvoyNuke
- End
- End
- ReplaceModule ModuleTag_Death03
- Behavior = SlowDeathBehavior ModuleTag_Death03_Override
- DeathTypes = NONE +EXPLODED
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- FX = INITIAL WeaponFX_CINEConvoyNuke
- FlingForce = 8
- FlingForceVariance = 3
- FlingPitch = 60
- FlingPitchVariance = 10
- End
- End
- ReplaceModule ModuleTag_Death04
- Behavior = SlowDeathBehavior ModuleTag_Death04_Override
- DeathTypes = NONE +BURNED
- DestructionDelay = 0
- FX = INITIAL WeaponFX_CINEConvoyNuke
- OCL = INITIAL OCL_FlamingInfantry
- End
- End
- ReplaceModule ModuleTag_Death05
- Behavior = SlowDeathBehavior ModuleTag_Death05_Override
- DeathTypes = NONE +POISONED
- DestructionDelay = 0
- FX = INITIAL WeaponFX_CINEConvoyNuke
- OCL = INITIAL OCL_ToxicInfantry
- End
- End
- End
- ;---------------------------------------------------------------
- FXList WeaponFX_CINEConvoyNuke ;Also Tao
- Sound
- Name = Taunts_Nuke100
- End
- End
- ;------------------------------------------------------------------------------
- ;Super Nuclear Reactor (AI only)
- Object Nuke_ChinaPowerPlant
- EnergyProduction = 99999
- KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY IMMUNE_TO_CAPTURE
- End
- ;------------------------------------------------------------------------------
- DialogEvent EvaChina_DozerReady
- Filename = ecunitr.wav
- Volume = 80
- Limit= 1
- Type = ui player
- End
- ;------------------------------------------------------------------------------
- DialogEvent EvaChina_ConstructionComplete
- Filename = ecconst.wav
- Volume = 80
- Limit= 1
- Type = ui player
- End
- ;------------------------------------------------------------------------------
- AudioEvent NukeDozerChinaVoiceSelect
- Sounds = vdocsea vdocseb vdocsec vdocsed vdocsee bnursela
- Control = random
- Volume = 90
- Type = ui voice player
- End
- ;------------------------------------------------------------------------------
- AudioEvent Nuke_BattleMasterTankVoiceSelect
- Sounds = vbatsea vbatseb vbatsec vbatsed vbatsee vbansea vbanseb
- Control = random
- Volume = 90
- Type = ui voice player
- End
- ;------------------------------------------------------------------------------
- AudioEvent Nuke_TankHunterVoiceSelect
- Sounds = itansea itanseb itansec itansed itansee irensea irenseb irensec
- Control = random
- Volume = 90
- Type = ui voice player
- End
- ;------------------------------------------------------------------------------
- AudioEvent Nuke_TankHunterVoiceAttack
- Sounds = itanata itanatb itanatc itanatd itanate irenata irenatb irenatc
- Control = random
- Volume = 90
- Type = ui voice player
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaSupplyCenter
- Prerequisites
- Object = Nuke_ChinaBarracks
- End
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaGattlingCannon
- Prerequisites
- Object = Nuke_ChinaBarracks
- End
- AddModule
- Behavior = BaseRegenerateUpdate ModuleTag_24
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaBunker
- AddModule
- Behavior = BaseRegenerateUpdate ModuleTag_27
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaSpeakerTower
- KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE
- AddModule
- Behavior = BaseRegenerateUpdate ModuleTag_27
- End
- End
- End
- ;------------------------------------------------------------------------------
- CommandButton Nuke_Command_ConstructChinaPowerPlant
- Command = TOGGLE_OVERCHARGE
- Object = Nuke_ChinaPowerPlant
- TextLabel = CONTROLBAR:Nuke_ConstructChinaPowerPlant
- ButtonImage = SNAdvReactor
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant
- UnitSpecificSound = Taunts_Nuke099 ;Heheeheeheheheheeeeeeheeee!
- End
- ;----------------------------------------------------------------------------------------
- ObjectCreationList OCL_ChinaPOWTruckDeathEffect
- CreateObject
- ObjectNames = CargoTruckNuke
- MinLifetime = 1 ; min lifetime in msec
- MaxLifetime = 1 ; max lifetime in msec
- End
- End
- ;----------------------------------------------------------------------------------------
- ObjectCreationList OCL_GLAPOWTruckDeathEffect
- CreateObject
- ObjectNames = GC_Slth_JarmenKellBullet
- MinLifetime = 1 ; min lifetime in msec
- MaxLifetime = 1 ; max lifetime in msec
- End
- End
- ;-----------------------------------------------
- FXList FX_Nuke_Pink
- ViewShake
- Type = SEVERE
- End
- Sound
- Name = ExplosionNeutron
- End
- ParticleSystem
- Name = NukeFlare_Pink
- InitialDelay = 0 0 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:90.0
- End
- ParticleSystem
- Name = NukeMushroomExplosion_Pink
- InitialDelay = 200 200 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:90.0
- End
- ParticleSystem
- Name = NukeMushroomCloudRing_Pink
- InitialDelay = 2000 2000 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:105.0
- End
- ParticleSystem
- Name = NukeRing_Pink
- Offset = X:0.0 Y:0.0 Z:5.0
- End
- ParticleSystem
- Name = NukeBlastWave
- InitialDelay = 300 300 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:15.0
- End
- ParticleSystem
- Name = NukeShockwaveInverted
- InitialDelay = 300 300 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:30.0
- End
- ParticleSystem
- Name = NukeMushroomStem_Pink
- InitialDelay = 2000 2000 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:30.0
- End
- ParticleSystem
- Name = NukeShockwave_Pink
- InitialDelay = 200 200 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:30.0
- End
- ParticleSystem
- Name = NukeMushroomRing_Pink
- InitialDelay = 1000 1000 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:50.0
- End
- ParticleSystem
- Name = NukeRadiationInitial_Pink
- InitialDelay = 3000 3000 UNIFORM ;In milliseconds
- Offset = X:0.0 Y:0.0 Z:0.0
- End
- End
- ;------------------------------------------------------------- RGB:(255,40,200)
- ParticleSystem NukeFlare_Pink
- Priority = CRITICAL
- IsOneShot = No
- Shader = ADDITIVE
- Type = PARTICLE
- ParticleName = EXLnzFlar2.tga
- AngleZ = 0.00 0.00
- AngularRateZ = 0.00 0.00
- AngularDamping = 1.00 1.00
- VelocityDamping = 1.00 1.00
- Gravity = 0.00
- Lifetime = 700.00 700.00
- SystemLifetime = 50
- Size = 20.00 20.00
- StartSizeRate = 0.00 0.00
- SizeRate = 300.00 300.00
- SizeRateDamping = 0.70 0.70
- Alpha1 = 0.00 0.00 0
- Alpha2 = 0.00 0.00 0
- Alpha3 = 0.00 0.00 0
- Alpha4 = 0.00 0.00 0
- Alpha5 = 0.00 0.00 0
- Alpha6 = 0.00 0.00 0
- Alpha7 = 0.00 0.00 0
- Alpha8 = 0.00 0.00 0
- Color1 = R:0 G:0 B:0 0
- Color2 = R:255 G:40 B:200 2
- Color3 = R:255 G:40 B:200 100
- Color4 = R:0 G:0 B:0 700
- Color5 = R:0 G:0 B:0 0
- Color6 = R:0 G:0 B:0 0
- Color7 = R:0 G:0 B:0 0
- Color8 = R:0 G:0 B:0 0
- ColorScale = 0.00 0.00
- BurstDelay = 25.00 25.00
- BurstCount = 1.00 1.00
- InitialDelay = 0.00 0.00
- DriftVelocity = X:0.00 Y:0.00 Z:0.44
- VelocityType = OUTWARD
- VelOutward = 0.00 0.00
- VelOutwardOther = 0.00 0.00
- VolumeType = CYLINDER
- VolCylinderRadius = 0.00
- VolCylinderLength = 0.00
- IsHollow = No
- IsGroundAligned = No
- IsEmitAboveGroundOnly = No
- IsParticleUpTowardsEmitter = No
- WindMotion = Unused
- WindAngleChangeMin = 0.149924
- WindAngleChangeMax = 0.449946
- WindPingPongStartAngleMin = 0.000000
- WindPingPongStartAngleMax = 0.785398
- WindPingPongEndAngleMin = 5.497787
- WindPingPongEndAngleMax = 6.283185
- End
- ParticleSystem NukeMushroomExplosion_Pink
- Priority = CRITICAL
- IsOneShot = No
- Shader = ADDITIVE
- Type = PARTICLE
- ParticleName = EXexplo03.tga
- AngleZ = -0.10 0.10
- AngularRateZ = -0.02 0.02
- AngularDamping = 1.00 1.00
- VelocityDamping = 0.90 0.90
- Gravity = 0.00
- Lifetime = 300.00 300.00
- SystemLifetime = 100
- Size = 2.00 4.00
- StartSizeRate = 0.00 0.00
- SizeRate = 60.00 60.00
- SizeRateDamping = 0.60 0.60
- Alpha1 = 0.00 0.00 0
- Alpha2 = 0.50 0.50 5
- Alpha3 = 1.00 1.00 150
- Alpha4 = 0.00 0.00 200
- Alpha5 = 0.00 0.00 0
- Alpha6 = 0.00 0.00 0
- Alpha7 = 0.00 0.00 0
- Alpha8 = 0.00 0.00 0
- Color1 = R:255 G:40 B:200 0
- Color2 = R:0 G:0 B:0 300
- Color3 = R:0 G:0 B:0 0
- Color4 = R:0 G:0 B:0 0
- Color5 = R:0 G:0 B:0 0
- Color6 = R:0 G:0 B:0 0
- Color7 = R:0 G:0 B:0 0
- Color8 = R:0 G:0 B:0 0
- ColorScale = 0.00 0.00
- BurstDelay = 20.00 20.00
- BurstCount = 25.00 25.00
- InitialDelay = 0.00 0.00
- DriftVelocity = X:0.00 Y:0.00 Z:0.40
- VelocityType = HEMISPHERICAL
- VelHemispherical = 3.00 3.00
- VolumeType = SPHERE
- VolSphereRadius = 10.00
- IsHollow = Yes
- IsGroundAligned = No
- IsEmitAboveGroundOnly = No
- IsParticleUpTowardsEmitter = No
- WindMotion = Unused
- WindAngleChangeMin = 0.149924
- WindAngleChangeMax = 0.449946
- WindPingPongStartAngleMin = 0.000000
- WindPingPongStartAngleMax = 0.785398
- WindPingPongEndAngleMin = 5.497787
- WindPingPongEndAngleMax = 6.283185
- End
- ParticleSystem NukeMushroomCloudRing_Pink
- Priority = CRITICAL
- IsOneShot = No
- Shader = ALPHA
- Type = PARTICLE
- ParticleName = EXCloud01.tga
- AngleZ = -0.50 0.50
- AngularRateZ = -0.05 0.05
- AngularDamping = 1.00 1.00
- VelocityDamping = 1.00 1.00
- Gravity = 0.00
- Lifetime = 600.00 600.00
- SystemLifetime = 10
- Size = 2.00 4.00
- StartSizeRate = 0.00 0.00
- SizeRate = 40.00 40.00
- SizeRateDamping = 0.65 0.70
- Alpha1 = 0.00 0.00 0
- Alpha2 = 0.50 0.50 50
- Alpha3 = 0.25 0.25 450
- Alpha4 = 0.00 0.00 600
- Alpha5 = 0.00 0.00 0
- Alpha6 = 0.00 0.00 0
- Alpha7 = 0.00 0.00 0
- Alpha8 = 0.00 0.00 0
- Color1 = R:255 G:40 B:200 0
- Color2 = R:255 G:255 B:255 600
- Color3 = R:0 G:0 B:0 0
- Color4 = R:0 G:0 B:0 0
- Color5 = R:0 G:0 B:0 0
- Color6 = R:0 G:0 B:0 0
- Color7 = R:0 G:0 B:0 0
- Color8 = R:0 G:0 B:0 0
- ColorScale = 0.00 0.00
- BurstDelay = 5.00 5.00
- BurstCount = 50.00 50.00
- InitialDelay = 0.00 0.00
- DriftVelocity = X:0.00 Y:0.00 Z:0.40
- VelocityType = CYLINDRICAL
- VelCylindricalRadial = 0.10 0.10
- VelCylindricalNormal = 0.00 0.10
- VolumeType = CYLINDER
- VolCylinderRadius = 20.00
- VolCylinderLength = 0.00
- IsHollow = Yes
- IsGroundAligned = No
- IsEmitAboveGroundOnly = No
- IsParticleUpTowardsEmitter = No
- WindMotion = Unused
- WindAngleChangeMin = 0.149924
- WindAngleChangeMax = 0.449946
- WindPingPongStartAngleMin = 0.000000
- WindPingPongStartAngleMax = 0.785398
- WindPingPongEndAngleMin = 5.497787
- WindPingPongEndAngleMax = 6.283185
- End
- ParticleSystem NukeRing_Pink
- Priority = CRITICAL
- IsOneShot = No
- Shader = ADDITIVE
- Type = PARTICLE
- ParticleName = EXFireRing.tga
- AngleZ = 0.00 0.00
- AngularRateZ = -0.10 0.10
- AngularDamping = 0.80 0.85
- VelocityDamping = 0.50 0.50
- Gravity = 0.00
- Lifetime = 20.00 20.00
- SystemLifetime = 2
- Size = 120.00 120.00
- StartSizeRate = 0.00 0.00
- SizeRate = 15.00 15.00
- SizeRateDamping = 0.99 0.99
- Alpha1 = 1.00 1.00 0
- Alpha2 = 0.00 0.00 0
- Alpha3 = 0.00 0.00 0
- Alpha4 = 0.00 0.00 0
- Alpha5 = 0.00 0.00 0
- Alpha6 = 0.00 0.00 0
- Alpha7 = 0.00 0.00 0
- Alpha8 = 0.00 0.00 0
- Color1 = R:255 G:40 B:200 0
- Color2 = R:0 G:0 B:0 20
- Color3 = R:0 G:0 B:0 90
- Color4 = R:0 G:0 B:0 0
- Color5 = R:0 G:0 B:0 0
- Color6 = R:0 G:0 B:0 0
- Color7 = R:0 G:0 B:0 0
- Color8 = R:0 G:0 B:0 0
- ColorScale = 0.00 0.00
- BurstDelay = 2.00 2.00
- BurstCount = 1.00 1.00
- InitialDelay = 0.00 0.00
- DriftVelocity = X:0.00 Y:0.00 Z:0.00
- VelocityType = ORTHO
- VelOrthoX = 0.00 0.00
- VelOrthoY = 0.00 0.00
- VelOrthoZ = 0.00 0.00
- VolumeType = LINE
- VolLineStart = X:0.00 Y:0.00 Z:8.00
- VolLineEnd = X:0.00 Y:0.00 Z:8.00
- IsHollow = No
- IsGroundAligned = Yes
- IsEmitAboveGroundOnly = No
- IsParticleUpTowardsEmitter = No
- WindMotion = Unused
- WindAngleChangeMin = 0.149924
- WindAngleChangeMax = 0.449946
- WindPingPongStartAngleMin = 0.000000
- WindPingPongStartAngleMax = 0.785398
- WindPingPongEndAngleMin = 5.497787
- WindPingPongEndAngleMax = 6.283185
- End
- ParticleSystem NukeMushroomStem_Pink
- Priority = CRITICAL
- IsOneShot = No
- Shader = ALPHA
- Type = PARTICLE
- ParticleName = EXCloud01.tga
- AngleZ = 0.00 1.00
- AngularRateZ = -0.01 0.01
- AngularDamping = 1.00 1.00
- VelocityDamping = 0.99 0.99
- Gravity = 0.00
- Lifetime = 250.00 250.00
- SystemLifetime = 175
- Size = 2.00 50.00
- StartSizeRate = 0.00 0.00
- SizeRate = 4.00 8.00
- SizeRateDamping = 0.90 0.90
- Alpha1 = 0.00 0.00 0
- Alpha2 = 0.10 0.10 2
- Alpha3 = 0.75 0.75 100
- Alpha4 = 0.00 0.00 250
- Alpha5 = 0.00 0.00 0
- Alpha6 = 0.00 0.00 0
- Alpha7 = 0.00 0.00 0
- Alpha8 = 0.00 0.00 0
- Color1 = R:192 G:192 B:192 0
- Color2 = R:255 G:40 B:200 150
- Color3 = R:0 G:0 B:0 0
- Color4 = R:0 G:0 B:0 0
- Color5 = R:0 G:0 B:0 0
- Color6 = R:0 G:0 B:0 0
- Color7 = R:0 G:0 B:0 0
- Color8 = R:0 G:0 B:0 0
- ColorScale = -0.25 0.25
- BurstDelay = 2.00 2.00
- BurstCount = 1.00 1.00
- InitialDelay = 0.00 0.00
- DriftVelocity = X:0.00 Y:0.00 Z:1.00
- VelocityType = OUTWARD
- VelOutward = -1.00 -1.00
- VelOutwardOther = -1.00 -1.00
- VolumeType = CYLINDER
- VolCylinderRadius = 75.00
- VolCylinderLength = 10.00
- IsHollow = Yes
- IsGroundAligned = No
- IsEmitAboveGroundOnly = No
- IsParticleUpTowardsEmitter = No
- WindMotion = Unused
- WindAngleChangeMin = 0.149924
- WindAngleChangeMax = 0.449946
- WindPingPongStartAngleMin = 0.000000
- WindPingPongStartAngleMax = 0.785398
- WindPingPongEndAngleMin = 5.497787
- WindPingPongEndAngleMax = 6.283185
- End
- ParticleSystem NukeMushroomRing_Pink
- Priority = CRITICAL
- IsOneShot = No
- Shader = ADDITIVE
- Type = PARTICLE
- ParticleName = EXexplo03.tga
- AngleZ = 0.00 7.00
- AngularRateZ = -0.03 0.03
- AngularDamping = 1.00 1.00
- VelocityDamping = 0.98 0.97
- Gravity = 0.00
- Lifetime = 400.00 400.00
- SystemLifetime = 15
- Size = 20.00 20.00
- StartSizeRate = 0.00 0.00
- SizeRate = 2.00 2.00
- SizeRateDamping = 0.98 0.98
- Alpha1 = 0.00 0.00 0
- Alpha2 = 0.00 0.00 0
- Alpha3 = 0.00 0.00 0
- Alpha4 = 0.00 0.00 0
- Alpha5 = 0.00 0.00 0
- Alpha6 = 0.00 0.00 0
- Alpha7 = 0.00 0.00 0
- Alpha8 = 0.00 0.00 0
- Color1 = R:255 G:40 B:200 0
- Color2 = R:0 G:0 B:0 400
- Color3 = R:0 G:0 B:0 0
- Color4 = R:0 G:0 B:0 0
- Color5 = R:0 G:0 B:0 0
- Color6 = R:0 G:0 B:0 0
- Color7 = R:0 G:0 B:0 0
- Color8 = R:0 G:0 B:0 0
- ColorScale = 0.00 0.00
- BurstDelay = 1.00 1.00
- BurstCount = 10.00 10.00
- InitialDelay = 0.00 0.00
- DriftVelocity = X:0.00 Y:0.00 Z:0.50
- VelocityType = OUTWARD
- VelOutward = 0.60 0.65
- VelOutwardOther = 0.00 0.00
- VolumeType = CYLINDER
- VolCylinderRadius = 25.00
- VolCylinderLength = 10.00
- IsHollow = Yes
- IsGroundAligned = No
- IsEmitAboveGroundOnly = No
- IsParticleUpTowardsEmitter = No
- WindMotion = Unused
- WindAngleChangeMin = 0.149924
- WindAngleChangeMax = 0.449946
- WindPingPongStartAngleMin = 0.000000
- WindPingPongStartAngleMax = 0.785398
- WindPingPongEndAngleMin = 5.497787
- WindPingPongEndAngleMax = 6.283185
- End
- ParticleSystem NukeShockwave_Pink
- Priority = CRITICAL
- IsOneShot = No
- Shader = ALPHA
- Type = PARTICLE
- ParticleName = EXCloud01.tga
- AngleZ = 0.00 1.00
- AngularRateZ = -0.01 0.01
- AngularDamping = 1.00 1.00
- VelocityDamping = 0.99 0.99
- Gravity = 0.00
- Lifetime = 600.00 600.00
- SystemLifetime = 1
- Size = 2.00 20.00
- StartSizeRate = 0.00 0.00
- SizeRate = 4.00 8.00
- SizeRateDamping = 0.95 0.95
- Alpha1 = 0.00 0.00 0
- Alpha2 = 0.60 0.60 40
- Alpha3 = 0.00 0.00 600
- Alpha4 = 0.00 0.00 0
- Alpha5 = 0.00 0.00 0
- Alpha6 = 0.00 0.00 0
- Alpha7 = 0.00 0.00 0
- Alpha8 = 0.00 0.00 0
- Color1 = R:255 G:40 B:200 0
- Color2 = R:128 G:128 B:128 0
- Color3 = R:0 G:0 B:0 0
- Color4 = R:0 G:0 B:0 0
- Color5 = R:0 G:0 B:0 0
- Color6 = R:0 G:0 B:0 0
- Color7 = R:0 G:0 B:0 0
- Color8 = R:0 G:0 B:0 0
- ColorScale = 0.00 1.00
- BurstDelay = 1.00 1.00
- BurstCount = 250.00 250.00
- InitialDelay = 0.00 0.00
- DriftVelocity = X:0.00 Y:0.00 Z:0.20
- VelocityType = OUTWARD
- VelOutward = -0.15 0.00
- VelOutwardOther = 0.00 0.00
- VolumeType = CYLINDER
- VolCylinderRadius = 200.00
- VolCylinderLength = 50.00
- IsHollow = No
- IsGroundAligned = No
- IsEmitAboveGroundOnly = No
- IsParticleUpTowardsEmitter = No
- WindMotion = Unused
- WindAngleChangeMin = 0.149924
- WindAngleChangeMax = 0.449946
- WindPingPongStartAngleMin = 0.000000
- WindPingPongStartAngleMax = 0.785398
- WindPingPongEndAngleMin = 5.497787
- WindPingPongEndAngleMax = 6.283185
- End
- ParticleSystem NukeRadiationInitial_Pink
- Priority = CRITICAL
- IsOneShot = No
- Shader = ADDITIVE
- Type = PARTICLE
- ParticleName = EXPuddle.tga
- AngleZ = -5.00 5.00
- AngularRateZ = 0.00 0.00
- AngularDamping = 1.00 1.00
- VelocityDamping = 0.20 0.20
- Gravity = 0.00
- Lifetime = 90.00 90.00
- SystemLifetime = 400
- Size = 60.00 60.00
- StartSizeRate = 0.00 0.00
- SizeRate = 10.00 10.00
- SizeRateDamping = 0.90 0.95
- Alpha1 = 1.00 1.00 0
- Alpha2 = 0.00 0.00 100
- Alpha3 = 0.00 0.00 0
- Alpha4 = 0.00 0.00 0
- Alpha5 = 0.00 0.00 0
- Alpha6 = 0.00 0.00 0
- Alpha7 = 0.00 0.00 0
- Alpha8 = 0.00 0.00 0
- Color1 = R:0 G:0 B:0 0
- Color2 = R:255 G:40 B:200 50
- Color3 = R:0 G:0 B:0 90
- Color4 = R:0 G:0 B:0 0
- Color5 = R:0 G:0 B:0 0
- Color6 = R:0 G:0 B:0 0
- Color7 = R:0 G:0 B:0 0
- Color8 = R:0 G:0 B:0 0
- ColorScale = 0.00 0.00
- BurstDelay = 3.00 3.00
- BurstCount = 1.00 1.00
- InitialDelay = 0.00 0.00
- DriftVelocity = X:0.00 Y:0.00 Z:0.01
- VelocityType = ORTHO
- VelOrthoX = 0.00 0.00
- VelOrthoY = 0.00 0.00
- VelOrthoZ = 0.00 0.00
- VolumeType = CYLINDER
- VolCylinderRadius = 200.00
- VolCylinderLength = 0.00
- IsHollow = No
- IsGroundAligned = Yes
- IsEmitAboveGroundOnly = No
- IsParticleUpTowardsEmitter = No
- WindMotion = Unused
- WindAngleChangeMin = 0.149924
- WindAngleChangeMax = 0.449946
- WindPingPongStartAngleMin = 0.000000
- WindPingPongStartAngleMax = 0.785398
- WindPingPongEndAngleMin = 5.497787
- WindPingPongEndAngleMax = 6.283185
- End
- ;------------------------------------------------------------------------------
- Object CargoTruckNuke
- ReplaceModule ModuleTag_03
- Behavior = NeutronMissileSlowDeathBehavior ModuleTag_03_Override
- DestructionDelay = 3500
- ScorchMarkSize = 640
- FXList = FX_Nuke_Pink
- Blast1Enabled = Yes
- Blast1Delay = 580 ;in milliseconds
- Blast1ScorchDelay = 100 ;in milliseconds
- Blast1InnerRadius = 120.0 ;objects inside this get the full damage
- Blast1OuterRadius = 120.0 ;objects inside this get some of the full damage
- Blast1MaxDamage = 0.0 ;damage within inner radius of blast
- Blast1MinDamage = 0.0 ;always do at least this much damage to objects
- Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
- Blast1PushForce = 10.0 ;higher #'s push more
- Blast2Enabled = Yes
- Blast2Delay = 660 ;in milliseconds
- Blast2ScorchDelay = 180 ;in milliseconds
- Blast2InnerRadius = 180.0 ;objects inside this get the full damage
- Blast2OuterRadius = 180.0 ;objects inside this get some of the full damage
- Blast2MaxDamage = 0.0 ;damage within inner radius of blast
- Blast2MinDamage = 0.0 ;always do at least this much damage to objects
- Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
- Blast2PushForce = 8.0 ;higher #'s push more
- Blast3Enabled = Yes
- Blast3Delay = 720 ;in milliseconds
- Blast3ScorchDelay = 260 ;in milliseconds
- Blast3InnerRadius = 240.0 ;objects inside this get the full damage
- Blast3OuterRadius = 240.0 ;objects inside this get some of the full damage
- Blast3MaxDamage = 0.0 ;damage within inner radius of blast
- Blast3MinDamage = 0.0 ;always do at least this much damage to objects
- Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
- Blast3PushForce = 6.0 ;higher #'s push more
- Blast4Enabled = Yes
- Blast4Delay = 850 ;in milliseconds
- Blast4ScorchDelay = 340 ;in milliseconds
- Blast4InnerRadius = 300.0 ;objects inside this get the full damage
- Blast4OuterRadius = 300.0 ;objects inside this get some of the full damage
- Blast4MaxDamage = 0.0 ;damage within inner radius of blast
- Blast4MinDamage = 0.0 ;always do at least this much damage to objects
- Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
- Blast4PushForce = 6.0 ;higher #'s push more
- Blast5Enabled = Yes
- Blast5Delay = 1000 ;in milliseconds
- Blast5ScorchDelay = 420 ;in milliseconds
- Blast5InnerRadius = 360.0 ;objects inside this get the full damage
- Blast5OuterRadius = 360.0 ;objects inside this get some of the full damage
- Blast5MaxDamage = 0.0 ;damage within inner radius of blast
- Blast5MinDamage = 0.0 ;always do at least this much damage to objects
- Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
- Blast5PushForce = 6.0 ;higher #'s push more
- Blast6Enabled = Yes
- Blast6Delay = 1180 ;in milliseconds
- Blast6ScorchDelay = 500 ;in milliseconds
- Blast6InnerRadius = 120.0 ;objects inside this get the full damage
- Blast6OuterRadius = 420.0 ;objects inside this get some of the full damage
- Blast6MaxDamage = 0.0 ;damage within inner radius of blast ;3500.0
- Blast6MinDamage = 0.0 ;always do at least this much damage to objects ;200.0
- Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
- Blast6PushForce = 4.0 ;higher #'s push more
- Blast7Enabled = Yes
- Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
- Blast7ScorchDelay = 620 ;in milliseconds
- Blast7OuterRadius = 420.0 ;objects inside this get some of the full damage
- Blast8Enabled = Yes
- Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
- Blast8ScorchDelay = 700 ;in milliseconds
- Blast8OuterRadius = 420.0 ;objects inside this get some of the full damage
- Blast9Enabled = Yes
- Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
- Blast9ScorchDelay = 800 ;in milliseconds
- Blast9OuterRadius = 420.0 ;objects inside this get some of the full damage
- End
- End
- AddModule
- Behavior = OCLUpdate ModuleTag_SpawnExplosion
- FactionTriggered = No
- MinDelay = 1180
- MaxDelay = 1180
- CreateAtEdge = No
- OCL = OCL_GLAPOWTruckDeathEffect
- End
- End
- AddModule
- Behavior = DeletionUpdate ModuleTag_SelfDestruct
- MinLifetime = 1200
- MaxLifetime = 1200
- End
- End
- End
- ;------------------------------------------------------------------------------
- CommandButton Nuke_Command_ConstructChinaPowerPlant_AI
- Command = DOZER_CONSTRUCT
- Options = SCRIPT_ONLY
- Object = Nuke_ChinaPowerPlant
- TextLabel = CONTROLBAR:Nuke_ConstructChinaPowerPlant
- ButtonImage = SNAdvReactor
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant
- End
- CommandSet Nuke_ChinaDozerCommandSet
- 1 = Nuke_Command_ConstructChinaPowerPlant ;BOOOOOM!
- 2 = Nuke_Command_ConstructChinaWarFactory
- 3 = Nuke_Command_ConstructChinaPropagandaCenter
- 4 = Nuke_Command_ConstructChinaBunker
- 5 = Nuke_Command_ConstructChinaCommandCenter
- 6 = Nuke_Command_ConstructChinaPowerPlant ;BOOOOOM... AGAIN!
- 7 = Nuke_Command_ConstructChinaInternetCenter
- 8 = Nuke_Command_ConstructChinaBarracks
- 9 = Nuke_Command_ConstructChinaPowerPlant ;MORE BOOOOOM!
- 10 = Nuke_Command_ConstructChinaSpeakerTower
- 11 = Nuke_Command_ConstructChinaSupplyCenter
- 12 = Nuke_Command_ConstructChinaAirfield
- 13 = Nuke_Command_ConstructChinaGattlingCannon
- 14 = Nuke_Command_ConstructChinaPowerPlant ;EVEN MORE BOOOOOM!
- 15 = Nuke_Command_ConstructChinaPowerPlant_AI
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaJetMIG
- UpgradeCameo2 = NONE
- EnergyProduction = -2
- KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaVehicleNukeLauncher
- ; *** ART Parameters ***
- SelectPortrait = SNNukeCan_L
- ButtonImage = SNNukeCan
- UpgradeCameo1 = NONE
- ReplaceModule ModuleTag_01
- Draw = W3DTankDraw ModuleTag_01_Override
- InitialRecoilSpeed = 120
- MaxRecoilDistance = 8
- RecoilSettleSpeed = 6
- OkToChangeModelColor = Yes
- ExtraPublicBone = Turret01
- DefaultConditionState
- Model = NVNukeCnNG
- WeaponLaunchBone = PRIMARY Muzzle
- WeaponMuzzleFlash = PRIMARY MuzzleFX
- WeaponFireFXBone = PRIMARY Muzzle
- WeaponRecoilBone = PRIMARY Barrel
- WeaponLaunchBone = SECONDARY Muzzle
- WeaponMuzzleFlash = SECONDARY MuzzleFX
- WeaponFireFXBone = SECONDARY Muzzle
- WeaponRecoilBone = SECONDARY Barrel
- HideSubObject = TURRET01 ;Hide controlled turret
- ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret
- Turret = Turret01
- TurretPitch = TurretEL
- End
- ConditionState = RUBBLE
- Model = NVNukeCnNG_D1
- WeaponLaunchBone = PRIMARY Muzzle
- WeaponMuzzleFlash = PRIMARY MuzzleFX
- WeaponRecoilBone = PRIMARY Barrel
- WeaponLaunchBone = SECONDARY Muzzle
- WeaponMuzzleFlash = SECONDARY MuzzleFX
- WeaponRecoilBone = SECONDARY Barrel
- HideSubObject = TURRET01 ;Hide controlled turret
- ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret
- Turret = Turret01
- TurretPitch = TurretEL
- End
- ;*** PACKED STATE -- ready to move ***
- ConditionState = MOVING
- Animation = NVNukeCnNG.NVNukeCnNG
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_FIRST
- End
- AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
- AliasConditionState = BETWEEN_FIRING_SHOTS_A
- ;***
- ConditionState = REALLYDAMAGED MOVING
- Model = NVNukeCnNG_D
- Animation = NVNukeCnNG_D.NVNukeCnNG_D
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_FIRST
- End
- AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
- ;*** UNPACKING STATE -- preparing to fire ***
- ConditionState = UNPACKING
- Animation = NVNukeCnNG.NVNukeCnNG
- AnimationMode = ONCE
- End
- AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
- ;***
- ConditionState = REALLYDAMAGED UNPACKING
- Model = NVNukeCnNG_D
- Animation = NVNukeCnNG_D.NVNukeCnNG_D
- AnimationMode = ONCE
- End
- AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
- ;*** PACKING STATE -- preparing to move ***
- ConditionState = PACKING
- Animation = NVNukeCnNG.NVNukeCnNG
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_LAST
- End
- AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
- ;***
- ConditionState = REALLYDAMAGED PACKING
- Model = NVNukeCnNG_D
- Animation = NVNukeCnNG_D.NVNukeCnNG_D
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_LAST
- End
- AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
- ;*** DEPLOYED STATE -- ready to fire ***
- ConditionState = DEPLOYED
- Animation = NVNukeCnNG.NVNukeCnNG
- AnimationMode = ONCE
- Flags = START_FRAME_LAST
- TransitionKey = TRANS_FIRING_A
- HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret
- ShowSubObject = TURRET01 ;Show controlled turret
- End
- AliasConditionState = DEPLOYED FIRING_A
- AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A
- AliasConditionState = DEPLOYED RELOADING_A
- AliasConditionState = DEPLOYED MOVING
- ConditionState = DEPLOYED REALLYDAMAGED
- Model = NVNukeCnNG_D
- Animation = NVNukeCnNG_D.NVNukeCnNG_D
- AnimationMode = ONCE
- Flags = START_FRAME_LAST
- TransitionKey = TRANS_FIRING_A
- HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret
- ShowSubObject = TURRET01 ;Show controlled turret
- End
- AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A
- AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
- AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A
- AliasConditionState = DEPLOYED REALLYDAMAGED MOVING
- TrackMarks = EXTnkTrack.tga
- TreadAnimationRate = 4.0 ; amount of tread texture to move per second
- End
- End
- CommandSet = GenericCommandSet
- EnergyProduction = -3
- KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaTankBattleMaster
- VoiceSelect = Nuke_BattleMasterTankVoiceSelect
- EnergyProduction = -1
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaTankECM
- EnergyProduction = -2
- KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaTankDragon
- EnergyProduction = -2
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaTankGattling
- EnergyProduction = -1
- End
- ;----------------------------------------------------------------------------------------------------------
- Object Nuke_ChinaVehicleHelix
- ReplaceModule ModuleTag_01
- Draw = W3DOverlordAircraftDraw ModuleTag_01_Override
- ParticlesAttachedToAnimatedBones = Yes
- DefaultConditionState
- Model = NVHELIXNG
- Animation = NVHELIXNG.NVHELIXNG
- AnimationMode = LOOP
- WeaponFireFXBone = PRIMARY Muzzle03
- WeaponMuzzleFlash = PRIMARY TurretFX03
- HideSubObject = BombWing
- End
- ConditionState = MOVING
- ParticleSysBone = SMOKE01 HelixExhaust
- ParticleSysBone = SMOKE02 HelixExhaust
- End
- ConditionState = REALLYDAMAGED
- Model = NVHELIXNG_d
- Animation = NVHELIXNG_d.NVHELIXNG_d
- AnimationMode = LOOP
- End
- ConditionState = REALLYDAMAGED MOVING
- Model = NVHELIXNG_d
- Animation = NVHELIXNG_d.NVHELIXNG_d
- AnimationMode = LOOP
- ParticleSysBone = SMOKE01 HelixExhaust
- ParticleSysBone = SMOKE02 HelixExhaust
- End
- ConditionState = RUBBLE
- Model = NVHELIXNG_d
- Animation = NVHELIXNG_d.NVHELIXNG_d
- AnimationMode = LOOP
- End
- ConditionState = RUBBLE MOVING
- Model = NVHELIXNG_d
- Animation = NVHELIXNG_d.NVHELIXNG_d
- AnimationMode = LOOP
- ParticleSysBone = SMOKE01 HelixExhaust
- ParticleSysBone = SMOKE02 HelixExhaust
- End
- ConditionState = RUBBLE SPECIAL_DAMAGED
- Model = NVHELIXNG_d
- End
- OkToChangeModelColor = Yes
- End
- End
- EnergyProduction = -4
- ;KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaTankOverlord
- EnergyProduction = -5
- KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaTankOverlordGattlingCannon
- KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaVehicleTroopCrawler
- EnergyProduction = -1
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaVehicleInfernoCannon
- EnergyProduction = -2
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaVehicleListeningOutpost
- EnergyProduction = -1
- ;KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaInfantryTankHunter
- ; *** ART Parameters ***
- SelectPortrait = SNNukeHunter_L
- ButtonImage = SNNukeHunter
- ReplaceModule ModuleTag_01
- Draw = W3DModelDraw ModuleTag_01_Override
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = NINukeHnt
- IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30
- IdleAnimation = NITHNT_SKL.NITHNT_IDA
- IdleAnimation = NITHNT_SKL.NITHNT_IDB
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 0.8 1.2
- TransitionKey = TRANS_Stand
- WeaponMuzzleFlash = PRIMARY MuzzleFX
- WeaponFireFXBone = PRIMARY Muzzle
- WeaponLaunchBone = PRIMARY Muzzle
- WeaponMuzzleFlash = SECONDARY MuzzleFX
- WeaponFireFXBone = SECONDARY Muzzle
- WeaponLaunchBone = SECONDARY Muzzle
- WeaponMuzzleFlash = TERTIARY MuzzleFX
- WeaponFireFXBone = TERTIARY Muzzle
- WeaponLaunchBone = TERTIARY Muzzle
- End
- AliasConditionState = REALLYDAMAGED
- ConditionState = FIRING_A
- Animation = NITHNT_SKL.NITHNT_ATA
- AnimationMode = ONCE
- TransitionKey = TRANS_START_FIRING
- End
- AliasConditionState = REALLYDAMAGED FIRING_A
- ConditionState = BETWEEN_FIRING_SHOTS_A
- Animation = NITHNT_SKL.NITHNT_STA
- AnimationMode = ONCE
- WaitForStateToFinishIfPossible = TRANS_START_FIRING
- End
- AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
- ConditionState = RELOADING_A
- Animation = NITHNT_SKL.NITHNT_ATA 10
- AnimationMode = ONCE
- End
- AliasConditionState = MOVING RELOADING_A
- AliasConditionState = REALLYDAMAGED MOVING RELOADING_A
- ConditionState = FIRING_B
- Animation = NITHNT_SKL.NITHNT_ATA
- AnimationMode = ONCE
- TransitionKey = TRANS_START_FIRING
- End
- AliasConditionState = REALLYDAMAGED FIRING_B
- ConditionState = BETWEEN_FIRING_SHOTS_B
- Animation = NITHNT_SKL.NITHNT_STA
- AnimationMode = ONCE
- WaitForStateToFinishIfPossible = TRANS_START_FIRING
- End
- AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_B
- ConditionState = RELOADING_B
- Animation = NITHNT_SKL.NITHNT_ATA 10
- AnimationMode = ONCE
- End
- AliasConditionState = MOVING RELOADING_B
- AliasConditionState = REALLYDAMAGED MOVING RELOADING_B
- ConditionState = FIRING_C
- Animation = NITHNT_SKL.NITHNT_ATA
- AnimationMode = ONCE
- TransitionKey = TRANS_START_FIRING
- End
- AliasConditionState = REALLYDAMAGED FIRING_C
- ConditionState = BETWEEN_FIRING_SHOTS_C
- Animation = NITHNT_SKL.NITHNT_STA
- AnimationMode = ONCE
- WaitForStateToFinishIfPossible = TRANS_START_FIRING
- End
- AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_C
- ConditionState = RELOADING_C
- Animation = NITHNT_SKL.NITHNT_ATA 10
- AnimationMode = ONCE
- End
- AliasConditionState = MOVING RELOADING_C
- AliasConditionState = REALLYDAMAGED MOVING RELOADING_C
- ConditionState = MOVING
- Animation = NITHNT_SKL.NITHNT_RNA 20
- AnimationMode = LOOP
- Flags = RANDOMSTART
- TransitionKey = None
- ParticleSysBone = None InfantryDustTrails
- End
- AliasConditionState = REALLYDAMAGED MOVING
- ConditionState = DYING
- Animation = NITHNT_SKL.NITHNT_DTA
- Animation = NITHNT_SKL.NITHNT_DTB
- AnimationSpeedFactorRange = 0.9 1.25
- AnimationMode = ONCE
- TransitionKey = TRANS_Dying
- End
- TransitionState = TRANS_Dying TRANS_Flailing
- Animation = NITHNT_SKL.NITHNT_ADTA1
- AnimationMode = ONCE
- End
- ConditionState = DYING EXPLODED_FLAILING
- Animation = NITHNT_SKL.NITHNT_ADTA2
- AnimationMode = LOOP
- TransitionKey = TRANS_Flailing
- End
- ConditionState = DYING EXPLODED_BOUNCING
- Animation = NITHNT_SKL.NITHNT_ADTA3
- AnimationMode = ONCE
- TransitionKey = None
- End
- ConditionState = FREEFALL
- Animation = NITHNT_SKL.NITHNT_PFL
- AnimationMode = MANUAL
- Flags = START_FRAME_FIRST
- TransitionKey = TRANS_Falling
- End
- AliasConditionState = FREEFALL REALLYDAMAGED
- AliasConditionState = FREEFALL DYING
- ConditionState = PARACHUTING
- Animation = NITHNT_SKL.NITHNT_PHG
- AnimationMode = LOOP
- Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
- TransitionKey = TRANS_Chute
- End
- AliasConditionState = PARACHUTING REALLYDAMAGED
- AliasConditionState = PARACHUTING DYING
- TransitionState = TRANS_Falling TRANS_Chute
- Animation = NITHNT_SKL.NITHNT_POP
- AnimationMode = ONCE
- Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
- End
- TransitionState = TRANS_Chute TRANS_Stand
- Animation = NITHNT_SKL.NITHNT_PTD
- AnimationMode = ONCE
- End
- ConditionState = SPECIAL_CHEERING
- Animation = NITHNT_SKL.NITHNT_CHA
- AnimationMode = ONCE
- End
- End
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:NukeHunter
- ; *** AUDIO Parameters ***
- VoiceSelect = Nuke_TankHunterVoiceSelect
- VoiceAttack = Nuke_TankHunterVoiceAttack
- VoiceAttackAir = Nuke_TankHunterVoiceAttack
- AddModule
- Behavior = VeterancyGainCreate ModuleTag_03
- StartingLevel = VETERAN
- ScienceRequired = SCIENCE_RedGuardTraining
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaWarFactory
- KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaPropagandaCenter
- Prerequisites
- Object = Nuke_ChinaWarFactory Nuke_ChinaAirfield
- End
- KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH POWERED
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaInternetCenter
- EnergyProduction = -5
- Prerequisites
- Object = Nuke_ChinaPropagandaCenter
- End
- VoiceSelect = InternetCenterSelect
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaCommandCenter
- ; ------------ Radar Extending -----------------
- ReplaceModule ModuleTag_02
- Draw = W3DModelDraw ModuleTag_02_Override
- DefaultConditionState
- Model = NBConYard_A2
- Animation = NBConYard_A2.NBConYard_A2
- AnimationMode = ONCE
- Flags = START_FRAME_LAST
- End
- ConditionState = DAMAGED
- Model = NBConYard_A2D
- Animation = NBConYard_A2D.NBConYard_A2D
- AnimationMode = ONCE
- Flags = START_FRAME_LAST
- End
- ConditionState = REALLYDAMAGED RUBBLE
- Model = NBConYard_A2E
- Animation = NBConYard_A2E.NBConYard_A2E
- AnimationMode = ONCE
- Flags = START_FRAME_LAST
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
- Model = NBConYard_A2
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
- Model = NBConYard_A2D
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
- Model = NBConYard_A2E
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- End
- End
- RemoveModule ModuleTag_16
- ReplaceModule ModuleTag_17
- Behavior = OCLSpecialPower ModuleTag_17_Override
- SpecialPowerTemplate = Tank_SuperweaponTankParadrop
- UpgradeOCL = SCIENCE_TankParadrop3 SUPERWEAPON_BlackMarketNuke
- UpgradeOCL = SCIENCE_TankParadrop2 SUPERWEAPON_TerrorCell
- OCL = SUPERWEAPON_CrateDrop
- CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
- OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
- End
- End
- CommandSet = Nuke_ChinaCommandCenterCommandSetNew
- ReplaceModule ModuleTag_25
- Behavior = CommandSetUpgrade ModuleTag_25_Override
- CommandSet = Nuke_ChinaCommandCenterCommandSetUpgradeNew
- TriggeredBy = Upgrade_ChinaMines
- End
- End
- AddModule
- Behavior = GrantUpgradeCreate ModuleTag_FreeRadar
- UpgradeToGrant = Upgrade_ChinaRadar
- ExemptStatus = UNDER_CONSTRUCTION
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object Nuke_ChinaAirfield
- AddModule
- Behavior = OCLSpecialPower ModuleTag_16
- SpecialPowerTemplate = SuperweaponNapalmStrike
- OCL = SUPERWEAPON_NapalmStrike
- End
- End
- End
- ;------------------------------------------------------------------------------
- MappedImage SAICBM
- Texture = SSUserInterface512_001.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:367 Top:295 Right:487 Bottom:391
- Status = NONE
- End
- ;------------------------------------------------------------------------------
- MappedImage SUToxinRPG
- Texture = SNUserInterface512_003.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:407 Top:247 Right:467 Bottom:295
- Status = NONE
- End
- ;------------------------------------------------------------------------------
- CommandButton SupW_Command_ConstructAmericaNuclearMissileLauncher ;BoomDozer
- Command = UNIT_BUILD
- Object = Nuke_ChinaVehicleDozer
- TextLabel = CONTROLBAR:ConstructChinaDozer
- ButtonImage = SAICBM
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer
- End
- ;------------------------------------------------------------------------------
- CommandButton GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- Command = UNIT_BUILD
- Object = Nuke_ChinaInfantryTankHunter
- TextLabel = CONTROLBAR:ConstructChinaInfantryNukeHunter
- ButtonImage = SUToxinRPG
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter
- End
- ;------------------------------------------------------------------------------
- CommandSet Nuke_SCIENCE_CHINA_CommandSetRank3
- 1 = Command_PurchaseScienceClusterMines
- 3 = Nuke_Command_PurchaseScienceCarpetBomb
- 4 = Tank_Command_PurchaseScienceTankParadrop1
- 5 = Tank_Command_PurchaseScienceTankParadrop2
- 6 = Tank_Command_PurchaseScienceTankParadrop3
- 7 = Command_PurchaseScienceCashHack1
- 8 = Command_PurchaseScienceCashHack2
- 9 = Command_PurchaseScienceCashHack3
- 10 = Early_Command_PurchaseScienceEmergencyRepair2
- 11 = Early_Command_PurchaseScienceEmergencyRepair3
- 13 = Command_PurchaseScienceFrenzy1
- 14 = Command_PurchaseScienceFrenzy2
- 15 = Command_PurchaseScienceFrenzy3
- End
- ;------------------------------------------------------------------------------
- CommandSet Nuke_SpecialPowerShortcutChina
- 1 = Command_ClusterMinesFromShortcut
- 2 = Tank_Command_TankParadropFromShortcut
- 3 = Command_CashHackFromShortcut
- 4 = Early_Command_EmergencyRepairFromShortcut
- 5 = Command_EMPPulseFromShortcut
- 6 = Command_NeutronMissileFromShortcut
- 7 = Nuke_Command_ChinaCarpetBombFromShortcut
- 8 = Command_NapalmStrikeFromShortcut
- 10 = Command_FrenzyFromShortcut
- END
- ;------------------------------------------------------------------------------
- CommandSet Nuke_ChinaCommandCenterCommandSetNew
- 1 = SupW_Command_ConstructAmericaNuclearMissileLauncher ;Nuke_Command_ConstructChinaDozer
- 2 = Nuke_Command_ChinaCarpetBomb
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Tank_Command_TankParadrop
- 7 = Early_Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Command_Frenzy
- 12 = Command_UpgradeChinaMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- CommandSet Nuke_ChinaCommandCenterCommandSetUpgradeNew
- 1 = SupW_Command_ConstructAmericaNuclearMissileLauncher ;Nuke_Command_ConstructChinaDozer
- 2 = Nuke_Command_ChinaCarpetBomb
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Tank_Command_TankParadrop
- 7 = Early_Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Command_Frenzy
- 12 = Command_UpgradeEMPMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- CommandSet Nuke_ChinaAirfieldCommandSet
- 1 = Nuke_Command_ConstructChinaJetMIG
- 2 = Command_UpgradeChinaAircraftArmor
- 3 = Nuke_Command_ConstructChinaVehicleHelix
- 11 = Command_NapalmStrike
- 12 = Command_UpgradeChinaMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- CommandSet Nuke_ChinaAirfieldCommandSetUpgrade
- 1 = Nuke_Command_ConstructChinaJetMIG
- 2 = Command_UpgradeChinaAircraftArmor
- 3 = Nuke_Command_ConstructChinaVehicleHelix
- 11 = Command_NapalmStrike
- 12 = Command_UpgradeEMPMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- CommandSet Nuke_ChinaBarracksCommandSet
- 1 = Nuke_Command_ConstructChinaInfantryRedguard
- 2 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper ;Nuke_Command_ConstructChinaInfantryTankHunter
- 3 = Nuke_Command_ConstructChinaInfantryHacker
- 4 = Nuke_Command_ConstructChinaInfantryBlackLotus
- 7 = Command_UpgradeChinaRedguardCaptureBuilding
- 12 = Command_UpgradeChinaMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- CommandSet Nuke_ChinaBarracksCommandSetUpgrade
- 1 = Nuke_Command_ConstructChinaInfantryRedguard
- 2 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper ;Nuke_Command_ConstructChinaInfantryTankHunter
- 3 = Nuke_Command_ConstructChinaInfantryHacker
- 4 = Nuke_Command_ConstructChinaInfantryBlackLotus
- 7 = Command_UpgradeChinaRedguardCaptureBuilding
- 12 = Command_UpgradeEMPMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- ;-----------------------------------------------------------------------------
- CommandButton Command_NapalmStrike
- Command = SPECIAL_POWER
- SpecialPower = SuperweaponNapalmStrike
- Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
- TextLabel = CONTROLBAR:NapalmStrike
- ButtonImage = SNFirestorm
- ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:TooltipFireWall
- RadiusCursorType = NAPALMSTRIKE
- InvalidCursorName = GenericInvalid
- End
- ;-----------------------------------------------------------------------------
- SpecialPower SuperweaponNapalmStrike
- Enum = SPECIAL_NAPALM_STRIKE
- ReloadTime = 150000 ; in milliseconds
- RequiredScience = SCIENCE_CHINA
- PublicTimer = No
- SharedSyncedTimer = Yes
- ViewObjectDuration = 30000
- ViewObjectRange = 250
- RadiusCursorRadius = 100
- ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
- AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
- End
- ;------------------------------------------------------------------------------
- Weapon Nuke_MilitiaTankGun
- PrimaryDamage = 60.0
- PrimaryDamageRadius = 0.0
- ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
- AttackRange = 150.0
- MinTargetPitch = -15 ; we may not target anything outside of this pitch range
- MaxTargetPitch = 15 ; ditto
- DamageType = EXPLOSION
- DeathType = EXPLODED
- WeaponSpeed = 400 ; dist/sec
- WeaponRecoil = 5 ; angle to deflect the model when firing
- ProjectileObject = BattleMasterTankShell
- FireFX = WeaponFX_GenericTankGunNoTracerSmall
- ; FireOCL = OCL_PoisonFieldGammaSmall
- VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
- ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
- FireSound = PaladinTankWeapon
- RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
- DelayBetweenShots = 500 ; time between shots, msec
- ClipSize = 5 ; how many shots in a Clip (0 == infinite)
- ClipReloadTime = 2000 ; how long to reload a Clip, msec
- ProjectileCollidesWith = STRUCTURES WALLS
- ShowsAmmoPips = Yes
- End
- ;------------------------------------------------------------------------------
- Object MilitiaTank ;aka Scatter-Tank
- ; *** ART Parameters ***
- SelectPortrait = SSTankDrop
- ButtonImage = SSTankDrop
- ReplaceModule ModuleTag_01
- Draw = W3DTankDraw ModuleTag_01_Override
- DefaultConditionState
- Model = CVTank
- Turret = Turret01
- WeaponFireFXBone = PRIMARY MuzzleFX
- WeaponRecoilBone = PRIMARY Barrel
- WeaponMuzzleFlash = PRIMARY MuzzleFX
- WeaponLaunchBone = PRIMARY MuzzleFX
- End
- ConditionState = REALLYDAMAGED
- Model = CVTank_D
- End
- ConditionState = RUBBLE
- Model = CVTank_D
- End
- TrackMarks = EXTnkTrack.tga
- TreadAnimationRate = 2.0
- OkToChangeModelColor = Yes
- End
- End
- WeaponSet
- Conditions = None
- Weapon = PRIMARY Nuke_MilitiaTankGun
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = ConvoyTruckVoiceSelect
- VoiceMove = ConvoyTruckVoiceMove
- VoiceGuard = ConvoyTruckVoiceMove
- VoiceAttack = PathfinderVoiceAttack
- SoundMoveStart = BattleMasterTankMoveStart
- SoundMoveStartDamaged = BattleMasterTankMoveStart
- UnitSpecificSounds
- VoiceCreate = ConvoyTruckVoiceSelect
- TurretMoveStart = NoSound
- TurretMoveLoop = TurretMoveLoop
- VoiceCrush = PathfinderVoiceAttack
- VoiceEnter = ConvoyTruckVoiceMove
- End
- EnergyProduction = -2
- KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE POWERED
- AddModule
- Behavior = BaseRegenerateUpdate ModuleTag_12
- End
- End
- ;ReplaceModule ModuleTag_02
- ; Body = ActiveBody ModuleTag_02_Override
- ; MaxHealth = 600
- ; InitialHealth = 600
- ; End
- ;End
- End
- ;------------------------------------------------------------------------------
- Object ChinaCommandCenter
- CommandSet = ChinaCommandCenterCommandSetNew
- ReplaceModule ModuleTag_25
- Behavior = CommandSetUpgrade ModuleTag_25_Override
- CommandSet = ChinaCommandCenterCommandSetUpgradeNew
- TriggeredBy = Upgrade_ChinaMines
- End
- End
- RemoveModule ModuleTag_16
- End
- ;------------------------------------------------------------------------------
- Object Infa_ChinaCommandCenter
- ReplaceModule ModuleTag_25
- Behavior = CommandSetUpgrade ModuleTag_25_Override
- CommandSet = Infa_ChinaCommandCenterCommandSetUpgradeNew
- TriggeredBy = Upgrade_ChinaMines
- End
- End
- RemoveModule ModuleTag_16
- End
- ;------------------------------------------------------------------------------
- Object Tank_ChinaCommandCenter
- RemoveModule ModuleTag_16
- End
- ;-----------------------------------------------------------------------------
- ;Nuke_SUPERWEAPON_TankParadrop1
- ObjectCreationList SUPERWEAPON_CrateDrop
- DeliverPayload
- Transport = GLAJetCargoPlane
- StartAtPreferredHeight = Yes
- StartAtMaxSpeed = Yes
- MaxAttempts = 4
- DropOffset = X:0 Y:0 Z:-10
- DropDelay = 150 ; time in between each item dropped (if more than one)
- ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
- PutInContainer = LargeParachute
- Payload = MilitiaTank 1
- DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
- PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
- DeliveryDecalRadius = 50
- DeliveryDecal
- Texture = SCCParadrop_USA
- Style = SHADOW_ALPHA_DECAL
- OpacityMin = 25%
- OpacityMax = 50%
- OpacityThrobTime = 500
- Color = R:227 G:229 B:22 A:255
- OnlyVisibleToOwningPlayer = Yes
- End
- End
- End
- ;-----------------------------------------------------------------------------
- ;Nuke_SUPERWEAPON_TankParadrop2
- ObjectCreationList SUPERWEAPON_TerrorCell
- DeliverPayload
- Transport = GLAJetCargoPlane
- StartAtPreferredHeight = Yes
- StartAtMaxSpeed = Yes
- MaxAttempts = 4
- DropOffset = X:0 Y:0 Z:-10
- DropDelay = 80 ; time in between each item dropped (if more than one)
- ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
- PutInContainer = LargeParachute
- Payload = MilitiaTank 2
- DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
- PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
- DeliveryDecalRadius = 50
- DeliveryDecal
- Texture = SCCParadrop_USA
- Style = SHADOW_ALPHA_DECAL
- OpacityMin = 25%
- OpacityMax = 50%
- OpacityThrobTime = 500
- Color = R:227 G:229 B:22 A:255
- OnlyVisibleToOwningPlayer = Yes
- End
- End
- End
- ;-----------------------------------------------------------------------------
- ;Nuke_SUPERWEAPON_TankParadrop3
- ObjectCreationList SUPERWEAPON_BlackMarketNuke
- DeliverPayload
- Transport = GLAJetCargoPlane
- StartAtPreferredHeight = Yes
- StartAtMaxSpeed = Yes
- MaxAttempts = 4
- DropOffset = X:0 Y:0 Z:-10
- DropDelay = 80 ; time in between each item dropped (if more than one)
- ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
- PutInContainer = LargeParachute
- Payload = MilitiaTank 2
- DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
- PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
- DeliveryDecalRadius = 50
- DeliveryDecal
- Texture = SCCParadrop_USA
- Style = SHADOW_ALPHA_DECAL
- OpacityMin = 25%
- OpacityMax = 50%
- OpacityThrobTime = 500
- Color = R:227 G:229 B:22 A:255
- OnlyVisibleToOwningPlayer = Yes
- End
- End
- DeliverPayload
- Transport = GLAJetCargoPlane
- StartAtPreferredHeight = Yes
- StartAtMaxSpeed = No
- MaxAttempts = 4
- DropOffset = X:0 Y:0 Z:-10
- DropDelay = 80 ; time in between each item dropped (if more than one)
- ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
- PutInContainer = LargeParachute
- Payload = MilitiaTank 2
- DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
- PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
- DeliveryDecalRadius = 50
- DeliveryDecal
- Texture = SCCParadrop_USA
- Style = SHADOW_ALPHA_DECAL
- OpacityMin = 25%
- OpacityMax = 50%
- OpacityThrobTime = 500
- Color = R:227 G:229 B:22 A:255
- OnlyVisibleToOwningPlayer = Yes
- End
- End
- End
- ;------------------------------------------------------------------------------
- Weapon BoomDozerExplosion ;The real explosion!
- PrimaryDamage = 3500.0
- PrimaryDamageRadius = 120.0
- SecondaryDamage = 1500.0
- SecondaryDamageRadius = 240.0
- DamageType = EXPLOSION
- DeathType = EXPLODED
- ProjectileObject = NONE
- RadiusDamageAffects = SELF ALLIES NEUTRALS
- DamageDealtAtSelfPosition = Yes
- End
- ;------------------------------------------------------------------------------
- Object GC_Slth_JarmenKellBullet ;The real object!... wait what?
- AddModule
- Behavior = LifetimeUpdate ModuleTag_KillMe
- MinLifetime = 10 ; min lifetime in msec
- MaxLifetime = 10 ; max lifetime in msec
- End
- End
- AddModule
- Behavior = FireWeaponWhenDeadBehavior ModuleTag_BoomNow
- DeathWeapon = BoomDozerExplosion
- StartsActive = Yes
- End
- End
- RemoveModule ModuleTag_04
- RemoveModule ModuleTag_05
- End
- ;------------------------------------------------------------------------------
- ;No cheating!
- ;------------------------------------------------------------------------------
- CommandButton Command_ConstructAmericaDozer_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = AmericaVehicleDozer
- TextLabel = CONTROLBAR:ConstructAmericaDozer
- ButtonImage = SACDozer
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer
- End
- CommandButton AirF_Command_ConstructAmericaDozer_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = AirF_AmericaVehicleDozer
- TextLabel = CONTROLBAR:ConstructAmericaDozer
- ButtonImage = SACDozer
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer
- End
- CommandButton SupW_Command_ConstructAmericaDozer_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = SupW_AmericaVehicleDozer
- TextLabel = CONTROLBAR:ConstructAmericaDozer
- ButtonImage = SACDozer
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer
- End
- CommandButton Lazr_Command_ConstructAmericaDozer_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = Lazr_AmericaVehicleDozer
- TextLabel = CONTROLBAR:ConstructAmericaDozer
- ButtonImage = SACDozer
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer
- End
- CommandButton Command_ConstructChinaDozer_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = ChinaVehicleDozer
- TextLabel = CONTROLBAR:ConstructChinaDozer
- ButtonImage = SNDozer
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer
- End
- CommandButton Tank_Command_ConstructChinaDozer_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = Tank_ChinaVehicleDozer
- TextLabel = CONTROLBAR:ConstructChinaDozer
- ButtonImage = SNDozer
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer
- End
- CommandButton Infa_Command_ConstructChinaDozer_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = Infa_ChinaVehicleDozer
- TextLabel = CONTROLBAR:ConstructChinaDozer
- ButtonImage = SNDozer
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer
- End
- CommandButton Boss_Command_ConstructChinaDozer_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = Boss_VehicleDozer
- TextLabel = CONTROLBAR:ConstructChinaDozer
- ButtonImage = SNDozer
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer
- End
- CommandButton Command_ConstructGLAWorker_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = GLAInfantryWorker
- TextLabel = CONTROLBAR:ConstructGLAWorker
- ButtonImage = SUWorker
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker
- End
- CommandButton GC_Slth_Command_ConstructGLAWorker_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = GC_Slth_GLAInfantryWorker
- TextLabel = CONTROLBAR:ConstructGLAWorker
- ButtonImage = SUWorker
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker
- End
- CommandButton Demo_Command_ConstructGLAWorker_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = Demo_GLAInfantryWorker
- TextLabel = CONTROLBAR:ConstructGLAWorker
- ButtonImage = SUWorker
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker
- End
- CommandButton Slth_Command_ConstructGLAWorker_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = Slth_GLAInfantryWorker
- TextLabel = CONTROLBAR:ConstructGLAWorker
- ButtonImage = SUWorker
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker
- End
- CommandButton Chem_Command_ConstructGLAWorker_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = Chem_GLAInfantryWorker
- TextLabel = CONTROLBAR:ConstructGLAWorker
- ButtonImage = SUWorker
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker
- End
- CommandButton GC_Chem_Command_ConstructGLAWorker_AI
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = GC_Chem_GLAInfantryWorker
- TextLabel = CONTROLBAR:ConstructGLAWorker
- ButtonImage = SUWorker
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker
- End
- ;------------------------------------------------------------------------------
- CommandSet AmericaCommandCenterCommandSet
- 1 = Command_ConstructAmericaDozer_AI
- 2 = Command_SpectreGunship
- 4 = Command_LeafletDrop
- 5 = Command_A10ThunderboltMissileStrike
- 6 = Command_Paradrop
- 7 = Command_SpyDrone
- 8 = Command_EmergencyRepair
- 9 = Command_DaisyCutter ;NOTE THIS GETS UPGRADED BELOW
- 10 = Command_SpySatelliteScan
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet AirF_AmericaCommandCenterCommandSet
- 1 = AirF_Command_ConstructAmericaDozer_AI
- 2 = AirF_Command_SpectreGunship
- 4 = Command_LeafletDrop
- 5 = AirF_Command_A10ThunderboltMissileStrike
- 6 = Command_Paradrop
- 7 = Command_SpyDrone
- 8 = Early_Command_EmergencyRepair
- 9 = Command_DaisyCutter
- 10 = Command_SpySatelliteScan
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet SupW_AmericaCommandCenterCommandSet
- 1 = SupW_Command_ConstructAmericaDozer_AI
- 2 = AirF_Command_SpectreGunship
- 4 = Early_Command_LeafletDrop
- 5 = Command_A10ThunderboltMissileStrike
- 6 = Command_Paradrop
- 7 = Command_SpyDrone
- 8 = Command_EmergencyRepair
- 9 = Command_DaisyCutter
- 10 = Command_SpySatelliteScan
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Lazr_AmericaCommandCenterCommandSet
- 1 = Lazr_Command_ConstructAmericaDozer_AI
- 2 = Command_SpectreGunship
- 4 = Command_LeafletDrop
- 5 = Command_A10ThunderboltMissileStrike
- 6 = Command_Paradrop
- 7 = Command_SpyDrone
- 8 = Command_EmergencyRepair
- 9 = Command_DaisyCutter
- 10 = Command_SpySatelliteScan
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet ChinaCommandCenterCommandSetNew ;New -> No Napalm-Strike!
- 1 = Command_ConstructChinaDozer_AI
- 2 = Early_Command_ChinaCarpetBomb
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Command_ArtilleryBarrage
- 7 = Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Command_Frenzy
- 12 = Command_UpgradeChinaMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet ChinaCommandCenterCommandSetUpgradeNew ;New -> No Napalm-Strike!
- 1 = Command_ConstructChinaDozer_AI
- 2 = Early_Command_ChinaCarpetBomb
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Command_ArtilleryBarrage
- 7 = Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Command_Frenzy
- 12 = Command_UpgradeEMPMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Infa_ChinaCommandCenterCommandSet
- 1 = Infa_Command_ConstructChinaDozer_AI
- 2 = Early_Command_ChinaCarpetBomb
- 3 = Infa_Command_Paradrop
- 4 = Command_ClusterMines
- 6 = Command_ArtilleryBarrage
- 7 = Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Early_Command_Frenzy
- 12 = Command_UpgradeChinaMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Infa_ChinaCommandCenterCommandSetUpgradeNew ;New -> No Napalm-Strike!
- 1 = Infa_Command_ConstructChinaDozer_AI
- 2 = Command_ChinaCarpetBomb
- 4 = Command_ClusterMines
- 5 = Infa_Command_Paradrop
- 6 = Command_ArtilleryBarrage
- 7 = Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 12 = Command_UpgradeEMPMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Tank_ChinaCommandCenterCommandSet
- 1 = Tank_Command_ConstructChinaDozer_AI
- 2 = Command_ChinaCarpetBomb
- 3 = Tank_Command_TankParadrop
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Command_ArtilleryBarrage
- 7 = Early_Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Command_Frenzy
- 12 = Command_UpgradeChinaMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Tank_ChinaCommandCenterCommandSetUpgrade
- 1 = Tank_Command_ConstructChinaDozer_AI
- 2 = Command_ChinaCarpetBomb
- 3 = Tank_Command_TankParadrop
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Command_ArtilleryBarrage
- 7 = Early_Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Command_Frenzy
- 12 = Command_UpgradeEMPMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Boss_ChinaCommandCenterCommandSet
- 1 = Boss_Command_ConstructChinaDozer_AI
- 5 = Command_ArtilleryBarrage
- 6 = Command_EMPPulse
- 7 = Command_ClusterMines
- 8 = Command_SpectreGunship
- 9 = Command_SneakAttack
- 10 = Command_ChinaCarpetBomb
- 11 = Command_UpgradeChinaRadar
- 12 = Command_UpgradeChinaMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Boss_ChinaCommandCenterCommandSetUpgrade
- 1 = Boss_Command_ConstructChinaDozer_AI
- 5 = Command_ArtilleryBarrage
- 6 = Command_EMPPulse
- 7 = Command_ClusterMines
- 8 = Command_SpectreGunship
- 9 = Command_SneakAttack
- 10 = Command_ChinaCarpetBomb
- 11 = Command_UpgradeChinaRadar
- 12 = Command_UpgradeEMPMines
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet GLACommandCenterCommandSet
- 1 = Command_ConstructGLAWorker_AI
- 4 = Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet GC_Chem_GLACommandCenterCommandSet
- 1 = GC_Chem_Command_ConstructGLAWorker_AI
- 2 = Command_UpgradeGLAWorkerShoes
- 3 = GC_Chem_Command_Ambush
- 4 = Command_EmergencyRepair
- 5 = Command_AnthraxBomb
- 6 = Command_SneakAttack
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet GC_Slth_GLACommandCenterCommandSet
- 1 = GC_Slth_Command_ConstructGLAWorker_AI
- 2 = Command_UpgradeGLAWorkerShoes
- 4 = Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Early_Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Demo_GLACommandCenterCommandSet
- 1 = Demo_Command_ConstructGLAWorker_AI
- 4 = Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Demo_GLACommandCenterCommandSetUpgrade
- 1 = Demo_Command_ConstructGLAWorker_AI
- 3 = Demo_Command_TertiarySuicide
- 4 = Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Slth_GLACommandCenterCommandSet
- 1 = Slth_Command_ConstructGLAWorker_AI
- 4 = Slth_Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Early_Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 12 = Command_UpgradeGLACamoNetting
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Chem_GLACommandCenterCommandSet
- 1 = Chem_Command_ConstructGLAWorker_AI
- 5 = Chem_Command_Ambush
- 6 = Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet GLASupplyStashCommandSet
- 1 = Command_ConstructGLAWorker_AI
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet GC_Chem_GLASupplyStashCommandSet
- 1 = GC_Chem_Command_ConstructGLAWorker_AI
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet GC_Slth_GLASupplyStashCommandSet
- 1 = GC_Slth_Command_ConstructGLAWorker_AI
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Demo_GLASupplyStashCommandSet
- 1 = Demo_Command_ConstructGLAWorker_AI
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Demo_GLASupplyStashCommandSetUpgrade
- 1 = Demo_Command_ConstructGLAWorker_AI
- 2 = Demo_Command_TertiarySuicide
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Slth_GLASupplyStashCommandSet
- 1 = Slth_Command_ConstructGLAWorker_AI
- 12 = Command_UpgradeGLACamoNetting
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- CommandSet Chem_GLASupplyStashCommandSet
- 1 = Chem_Command_ConstructGLAWorker_AI
- 13 = Command_SetRallyPoint
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionChinaNukeGeneral
- StartingUnit0 = ChinaInfantryOfficer ;Tao
- StartingUnit1 = Nuke_ChinaVehicleDozer
- ;StartingUnit2 = Nuke_ChinaVehicleDozer
- End
- PlayerTemplate FactionAmerica
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionChina
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionGLA
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionAmericaSuperWeaponGeneral
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionAmericaLaserGeneral
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionAmericaAirForceGeneral
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionChinaTankGeneral
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionChinaInfantryGeneral
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionGLAToxinGeneral
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionGLADemolitionGeneral
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionGLAStealthGeneral
- StartingUnit0 = HomelessGuy
- End
- PlayerTemplate FactionBossGeneral
- StartingUnit0 = HomelessGuy
- End
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