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- Object Armor_AmericaVehicleHowitzer
- SelectPortrait = SAHowitzerTank_L
- ButtonImage = SAHowitzerTank
- UpgradeCameo1 = Upgrade_AmericaBattleDrone
- UpgradeCameo2 = Upgrade_AmericaScoutDrone_ROTR
- UpgradeCameo3 = Upgrade_AmericaHellfireDrone
- UpgradeCameo4 = Upgrade_AmericaActiveProtectionSuite
- ;UpgradeCameo5 = Upgrade_AmericaTomahawkRemoteControl
- Draw = W3DTankDraw ModuleTag_01
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = AVHwtzrTnkLck
- Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
- Turret = Turret01
- TurretPitch = TurretEL01
- WeaponFireFXBone = PRIMARY MUZZLEA01
- WeaponRecoilBone = PRIMARY BARREL01
- WeaponMuzzleFlash = PRIMARY MuzzleFXA01
- WeaponLaunchBone = PRIMARY MUZZLEA01
- WeaponFireFXBone = SECONDARY MUZZLEA01
- WeaponRecoilBone = SECONDARY BARREL01
- WeaponMuzzleFlash = SECONDARY MuzzleFXA01
- WeaponLaunchBone = SECONDARY MUZZLEA01
- WeaponFireFXBone = TERTIARY MUZZLEA01
- WeaponRecoilBone = TERTIARY BARREL01
- WeaponMuzzleFlash = TERTIARY MuzzleFXA01
- WeaponLaunchBone = TERTIARY MUZZLEA01
- AnimationMode = ONCE
- Flags = START_FRAME_LAST
- TransitionKey = TRANS_Idle
- End
- ConditionState = REALLYDAMAGED
- Model = AVHwtzrTnk_D
- Turret = Turret01
- TurretPitch = TurretEL01
- WeaponFireFXBone = PRIMARY MUZZLEA01
- WeaponRecoilBone = PRIMARY BARREL01
- WeaponMuzzleFlash = PRIMARY MuzzleFXA01
- WeaponLaunchBone = PRIMARY MUZZLEA01
- WeaponFireFXBone = SECONDARY MUZZLEA01
- WeaponRecoilBone = SECONDARY BARREL01
- WeaponMuzzleFlash = SECONDARY MuzzleFXA01
- WeaponLaunchBone = SECONDARY MUZZLEA01
- WeaponFireFXBone = TERTIARY MUZZLEA01
- WeaponRecoilBone = TERTIARY BARREL01
- WeaponMuzzleFlash = TERTIARY MuzzleFXA01
- WeaponLaunchBone = TERTIARY MUZZLEA01
- End
- ; Turret Poping out of the base
- TransitionState = TRANS_Idle TRANS_Attacking
- Model = AVHwtzrTnkLck
- Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_FIRST
- Turret = Turret01
- TurretPitch = TurretEL01
- WeaponFireFXBone = PRIMARY MUZZLEA01
- WeaponRecoilBone = PRIMARY BARREL01
- WeaponMuzzleFlash = PRIMARY MuzzleFXA01
- WeaponLaunchBone = PRIMARY MUZZLEA01
- WeaponFireFXBone = SECONDARY MUZZLEA01
- WeaponRecoilBone = SECONDARY BARREL01
- WeaponMuzzleFlash = SECONDARY MuzzleFXA01
- WeaponLaunchBone = SECONDARY MUZZLEA01
- WeaponFireFXBone = TERTIARY MUZZLEA01
- WeaponRecoilBone = TERTIARY BARREL01
- WeaponMuzzleFlash = TERTIARY MuzzleFXA01
- WeaponLaunchBone = TERTIARY MUZZLEA01
- End
- ; Attacking State
- ConditionState = ATTACKING
- Model = AVHwtzrTnkLck
- Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_LAST
- TransitionKey = TRANS_Attacking
- Turret = Turret01
- TurretPitch = TurretEL01
- WeaponFireFXBone = PRIMARY MUZZLEA01
- WeaponRecoilBone = PRIMARY BARREL01
- WeaponMuzzleFlash = PRIMARY MuzzleFXA01
- WeaponLaunchBone = PRIMARY MUZZLEA01
- WeaponFireFXBone = SECONDARY MUZZLEA01
- WeaponRecoilBone = SECONDARY BARREL01
- WeaponMuzzleFlash = SECONDARY MuzzleFXA01
- WeaponLaunchBone = SECONDARY MUZZLEA01
- WeaponFireFXBone = TERTIARY MUZZLEA01
- WeaponRecoilBone = TERTIARY BARREL01
- WeaponMuzzleFlash = TERTIARY MuzzleFXA01
- WeaponLaunchBone = TERTIARY MUZZLEA01
- End
- ; Turret Poping back into the base
- TransitionState = TRANS_Attacking TRANS_Idle
- Model = AVHwtzrTnkLck
- Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
- AnimationMode = ONCE
- Flags = START_FRAME_FIRST
- Turret = Turret01
- TurretPitch = TurretEL01
- WeaponFireFXBone = PRIMARY MUZZLEA01
- WeaponRecoilBone = PRIMARY BARREL01
- WeaponMuzzleFlash = PRIMARY MuzzleFXA01
- WeaponLaunchBone = PRIMARY MUZZLEA01
- WeaponFireFXBone = SECONDARY MUZZLEA01
- WeaponRecoilBone = SECONDARY BARREL01
- WeaponMuzzleFlash = SECONDARY MuzzleFXA01
- WeaponLaunchBone = SECONDARY MUZZLEA01
- WeaponFireFXBone = TERTIARY MUZZLEA01
- WeaponRecoilBone = TERTIARY BARREL01
- WeaponMuzzleFlash = TERTIARY MuzzleFXA01
- WeaponLaunchBone = TERTIARY MUZZLEA01
- End
- ;TransitionState = TRANS_STANDING TRANS_FIRING
- ; Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
- ; AnimationMode = ONCE_BACKWARDS
- ;End
- ;TransitionState = TRANS_FIRING TRANS_STANDING
- ; Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
- ; AnimationMode = ONCE
- ;End
- ;ConditionState = ATTACKING
- ; Model = AVHwtzrTnkLck
- ; Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
- ; AnimationMode = ONCE_BACKWARDS
- ; TransitionKey = TRANS_FIRING
- ; Turret = Turret01
- ; TurretPitch = TurretEL01
- ; WeaponFireFXBone = PRIMARY MUZZLEA01
- ; WeaponRecoilBone = PRIMARY BARREL01
- ; WeaponMuzzleFlash = PRIMARY MuzzleFXA01
- ; WeaponLaunchBone = PRIMARY MUZZLEA01
- ; WeaponFireFXBone = SECONDARY MUZZLEA01
- ; WeaponRecoilBone = SECONDARY BARREL01
- ; WeaponMuzzleFlash = SECONDARY MuzzleFXA01
- ; WeaponLaunchBone = SECONDARY MUZZLEA01
- ; WeaponFireFXBone = TERTIARY MUZZLEA01
- ; WeaponRecoilBone = TERTIARY BARREL01
- ; WeaponMuzzleFlash = TERTIARY MuzzleFXA01
- ; WeaponLaunchBone = TERTIARY MUZZLEA01
- ;End
- InitialRecoilSpeed = 135
- MaxRecoilDistance = 3.8
- RecoilSettleSpeed = 4
- RecoilDamping = 0.3
- TrackMarks = EXTnkTrack.tga
- TreadAnimationRate = -2
- End
- DisplayName = OBJECT:Howitzer
- Side = AmericaArmorGeneral
- EditorSorting = VEHICLE
- TransportSlotCount = 6
- WeaponSet
- Conditions = WEAPON_RIDER1
- ;Weapon = PRIMARY NONE
- ;AutoChooseSources = PRIMARY NONE
- Weapon = TERTIARY TopolDummyDeployWeapon
- AutoChooseSources = TERTIARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER2
- Weapon = PRIMARY LegionnaireCannonGun
- AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI FROM_PLAYER
- End
- WeaponSet
- Conditions = WEAPON_RIDER3
- Weapon = SECONDARY LegionnaireCannonGun
- AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI FROM_PLAYER
- End
- WeaponSet
- Conditions = WEAPON_RIDER4
- Weapon = TERTIARY LegionnaireCannonGun
- AutoChooseSources = TERTIARY FROM_SCRIPT FROM_AI FROM_PLAYER
- End
- ArmorSet
- Armor = BikeLogicHeavyArtilleryArmor
- DamageFX = TankDamageFX
- End
- BuildCost = 2000
- BuildTime = 30
- VisionRange = 200
- ShroudClearingRange = 200
- Prerequisites
- Object = Armor_AmericaWarFactory
- Object = Armor_AmericaStrategyCenter
- Science = SCIENCE_ArmorDivision
- End
- ExperienceValue = 60 120 240 480
- ExperienceRequired = 0 480 720 1200
- IsTrainable = Yes
- CrusherLevel = 2
- CrushableLevel = 2
- ;CommandSet = Armor_AmericaVehicleHowitzerCommandSet
- ThreatValue = 1.3
- VoiceSelect = LegionnaireTankVoiceSelect
- VoiceMove = LegionnaireTankVoiceMove
- VoiceGuard = LegionnaireTankVoiceGuard
- VoiceAttack = LegionnaireTankVoiceAttack
- SoundMoveStart = InfernoCannonMoveStart
- SoundMoveStartDamaged = InfernoCannonMoveStart
- UnitSpecificSounds
- VoiceCreate = LegionnaireTankVoiceCreate
- VoiceCrush = LegionnaireTankVoiceMove
- VoiceEnter = LegionnaireTankVoiceMove
- VoiceEnterHostile = LegionnaireTankVoiceMove
- VoiceGarrison = LegionnaireTankVoiceMove
- VoiceBombard = LegionnaireTankVoiceAttack
- SoundEject = PilotSoundEject
- VoiceEject = PilotVoiceEject
- TurretMoveStart = NoSound
- TurretMoveLoop = OverlordTankTurretMoveLoop
- End
- RadarPriority = UNIT
- KindOf = PRELOAD SELECTABLE CAN_ATTACK VEHICLE SCORE DONT_AUTO_CRUSH_INFANTRY
- Body = ActiveBody ModuleTag_02
- MaxHealth = 420
- InitialHealth = 420
- SubdualDamageCap = 1000
- SubdualDamageHealRate = 250
- SubdualDamageHealAmount = 75
- End
- Behavior = AIUpdateInterface ModuleTag_04
- Turret
- TurretTurnRate = 60
- TurretPitchRate = 60
- AllowsPitch = Yes
- FirePitch = 75
- ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
- End
- AutoAcquireEnemiesWhenIdle = No NOTWHILEATTACKING
- End
- Behavior = PhysicsBehavior ModuleTag_05
- Mass = 100
- End
- ;Behavior = SpecialAbility ModuleTag_DirectFire_01
- ; SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
- ; UpdateModuleStartsAttack = Yes
- ; InitiateSound = LegionnaireTankVoiceAttackLaser
- ;End
- ;Behavior = SpecialAbilityUpdate ModuleTag_DirectFire_02
- ; SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
- ; StartAbilityRange = 400
- ; AbilityAbortRange = 450
- ; PreparationTime = 2000
- ; PersistentPrepTime = 500
- ; SpecialObject = LaserBeam
- ; SpecialObjectAttachToBone = MuzzleB01
- ;End
- Behavior = ProductionUpdate ModuleTag_08
- MaxQueueEntries = 1
- End
- Behavior = ObjectCreationUpgrade ModuleTag_06
- UpgradeObject = OCL_AmericanBattleDrone
- TriggeredBy = Upgrade_AmericaBattleDrone
- ConflictsWith = Upgrade_AmericaScoutDrone_ROTR Upgrade_AmericaHellfireDrone
- End
- Behavior = ObjectCreationUpgrade ModuleTag_07
- UpgradeObject = Armor_OCL_AmericanTargeterDrone
- TriggeredBy = Upgrade_AmericaScoutDrone_ROTR
- ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
- End
- Behavior = ObjectCreationUpgrade ModuleTag_09
- UpgradeObject = OCL_AmericanHellfireDrone
- TriggeredBy = Upgrade_AmericaHellfireDrone
- ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone_ROTR
- End
- Behavior = ExperienceScalarUpgrade ModuleTag_12
- TriggeredBy = Upgrade_AmericaAdvancedTraining
- AddXPScalar = 1
- End
- Locomotor = SET_NORMAL NuclearHowitzerLocomotor ;LegionnaireLocomotor
- Behavior = TransitionDamageFX ModuleTag_13
- ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
- ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
- End
- Behavior = EjectPilotDie ModuleTag_14
- DeathTypes = ALL -CRUSHED -SPLATTED
- ExemptStatus = HIJACKED
- GroundCreationList = OCL_EjectPilotOnGround
- AirCreationList = OCL_EjectPilotViaParachute
- VeterancyLevels = ALL -REGULAR
- End
- Behavior = InstantDeathBehavior ModuleTag_15
- DeathTypes = ALL
- FX = FX_GenericTankDeathExplosion
- OCL = OCL_AmericaLegionnaireDebris
- End
- Behavior = CreateCrateDie ModuleTag_16
- CrateData = SalvageCrateData
- End
- Behavior = FlammableUpdate ModuleTag_17
- AflameDuration = 5000
- AflameDamageAmount = 5
- AflameDamageDelay = 500
- End
- ;*************************************
- ;******Transformation Code Start********
- ;*************************************
- Behavior = RiderChangeContain ModuleTag_MissileRearm01
- Rider1 = GenericFakeRider1_Default_Rank RIDER1 WEAPON_RIDER1 STATUS_RIDER1 Armor_AmericaVehicleHowitzerCommandSet SET_NORMAL
- Rider2 = GenericFakeRider2_Default_Rank RIDER2 WEAPON_RIDER2 STATUS_RIDER2 Armor_AmericaVehicleHowitzerCommandSet_Upg1 SET_NORMAL
- Rider3 = GenericFakeRider3_Default_Rank RIDER2 WEAPON_RIDER3 STATUS_RIDER2 Armor_AmericaVehicleHowitzerCommandSet_Upg2 SET_NORMAL
- Rider4 = GenericFakeRider4_Default_Rank RIDER2 WEAPON_RIDER4 STATUS_RIDER2 Armor_AmericaVehicleHowitzerCommandSet_Upg3 SET_NORMAL
- ;Standard TransportContain stuff
- Slots = 1
- InitialPayload = GenericFakeRider1_Default_Rank 1
- DamagePercentToUnits = 100%
- BurnedDeathToUnits = No
- AllowInsideKindOf = CAN_ATTACK
- ScuttleDelay = 100
- ScuttleStatus = TOPPLED
- End
- ;Arms the missile silo with one missile
- Behavior = FireWeaponCollide ModuleTag_MissileRearm02
- CollideWeapon = GrenadierSwitchToHighAirburstRounds
- RequiredStatus = STATUS_RIDER8
- End
- ;Arms the missile silo with one missile if you immediately re-arm the silo
- ;after firing the first missile to prevent you from getting one missile for free
- Behavior = FireWeaponCollide ModuleTag_MissileRearm022
- CollideWeapon = GrenadierSwitchToHighAirburstRounds
- RequiredStatus = STATUS_RIDER6
- ForbiddenStatus = STATUS_RIDER2
- End
- ;Arms the missile silo with a second missile
- Behavior = FireWeaponCollide ModuleTag_MissileRearm0222
- CollideWeapon = GrenadierSwitchToHighExplosiveWithCanisterRounds
- RequiredStatus = STATUS_RIDER7
- ForbiddenStatus = STATUS_RIDER1
- End
- Behavior = FireWeaponCollide ModuleTag_MissileRearm0223
- CollideWeapon = GrenadierSwitchToHighAirburstWithCanisterRounds
- RequiredStatus = STATUS_RIDER5
- ForbiddenStatus = STATUS_RIDER3
- End
- Behavior = FireWeaponCollide ModuleTag_MissileRearm0224
- CollideWeapon = GrenadierSwitchToHighAirburstWithCanisterRounds
- RequiredStatus = STATUS_RIDER6
- ForbiddenStatus = STATUS_RIDER2
- End
- ;Collision to make everything work
- Behavior = FireWeaponUpdate ModuleTag_MissileRearm041
- Weapon = GLACommandTruckRadarCollisionDummyWeapon
- End
- Behavior = FireWeaponCollide ModuleTag_MissileRearm05
- CollideWeapon = Armor_HowitzerFiringAlarmWeapon
- RequiredStatus = IS_FIRING_WEAPON
- End
- ;This module reveals the silo to everyone when its firing its missile
- Behavior = FireWeaponCollide ModuleTag_MissileRearm061
- CollideWeapon = SiloTacticalMissileRevealToAllWeapon
- RequiredStatus = IS_FIRING_WEAPON
- End
- Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_MissileDisarm_01
- WeaponSlot = PRIMARY
- OCL = OCL_RussianTacticalNukeDisarmOne
- End
- Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_MissileDisarm_02
- WeaponSlot = SECONDARY
- OCL = OCL_RussianTacticalNukeDisarmTwo
- End
- Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_MissileDisarm_03
- WeaponSlot = TERTIARY
- OCL = OCL_RussianTacticalNukeDisarmThree
- End
- ;************************************
- ;******Transformation Code End********
- ;************************************
- Behavior = ObjectCreationUpgrade ModuleTag_ShowWeaponRange02
- UpgradeObject = Armor_OCL_HowitzerRangeIndicator
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- Geometry = BOX
- GeometryMajorRadius = 18
- GeometryMinorRadius = 10
- GeometryHeight = 14
- GeometryIsSmall = Yes
- Shadow = SHADOW_VOLUME
- ;Scale = 1.08 ;0.95
- End
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