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  1. Object Armor_AmericaVehicleHowitzer
  2. SelectPortrait = SAHowitzerTank_L
  3. ButtonImage = SAHowitzerTank
  4. UpgradeCameo1 = Upgrade_AmericaBattleDrone
  5. UpgradeCameo2 = Upgrade_AmericaScoutDrone_ROTR
  6. UpgradeCameo3 = Upgrade_AmericaHellfireDrone
  7. UpgradeCameo4 = Upgrade_AmericaActiveProtectionSuite
  8. ;UpgradeCameo5 = Upgrade_AmericaTomahawkRemoteControl
  9. Draw = W3DTankDraw ModuleTag_01
  10. OkToChangeModelColor = Yes
  11. DefaultConditionState
  12. Model = AVHwtzrTnkLck
  13. Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
  14. Turret = Turret01
  15. TurretPitch = TurretEL01
  16. WeaponFireFXBone = PRIMARY MUZZLEA01
  17. WeaponRecoilBone = PRIMARY BARREL01
  18. WeaponMuzzleFlash = PRIMARY MuzzleFXA01
  19. WeaponLaunchBone = PRIMARY MUZZLEA01
  20. WeaponFireFXBone = SECONDARY MUZZLEA01
  21. WeaponRecoilBone = SECONDARY BARREL01
  22. WeaponMuzzleFlash = SECONDARY MuzzleFXA01
  23. WeaponLaunchBone = SECONDARY MUZZLEA01
  24. WeaponFireFXBone = TERTIARY MUZZLEA01
  25. WeaponRecoilBone = TERTIARY BARREL01
  26. WeaponMuzzleFlash = TERTIARY MuzzleFXA01
  27. WeaponLaunchBone = TERTIARY MUZZLEA01
  28. AnimationMode = ONCE
  29. Flags = START_FRAME_LAST
  30. TransitionKey = TRANS_Idle
  31. End
  32. ConditionState = REALLYDAMAGED
  33. Model = AVHwtzrTnk_D
  34. Turret = Turret01
  35. TurretPitch = TurretEL01
  36. WeaponFireFXBone = PRIMARY MUZZLEA01
  37. WeaponRecoilBone = PRIMARY BARREL01
  38. WeaponMuzzleFlash = PRIMARY MuzzleFXA01
  39. WeaponLaunchBone = PRIMARY MUZZLEA01
  40. WeaponFireFXBone = SECONDARY MUZZLEA01
  41. WeaponRecoilBone = SECONDARY BARREL01
  42. WeaponMuzzleFlash = SECONDARY MuzzleFXA01
  43. WeaponLaunchBone = SECONDARY MUZZLEA01
  44. WeaponFireFXBone = TERTIARY MUZZLEA01
  45. WeaponRecoilBone = TERTIARY BARREL01
  46. WeaponMuzzleFlash = TERTIARY MuzzleFXA01
  47. WeaponLaunchBone = TERTIARY MUZZLEA01
  48. End
  49. ; Turret Poping out of the base
  50. TransitionState = TRANS_Idle TRANS_Attacking
  51. Model = AVHwtzrTnkLck
  52. Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
  53. AnimationMode = ONCE_BACKWARDS
  54. Flags = START_FRAME_FIRST
  55. Turret = Turret01
  56. TurretPitch = TurretEL01
  57. WeaponFireFXBone = PRIMARY MUZZLEA01
  58. WeaponRecoilBone = PRIMARY BARREL01
  59. WeaponMuzzleFlash = PRIMARY MuzzleFXA01
  60. WeaponLaunchBone = PRIMARY MUZZLEA01
  61. WeaponFireFXBone = SECONDARY MUZZLEA01
  62. WeaponRecoilBone = SECONDARY BARREL01
  63. WeaponMuzzleFlash = SECONDARY MuzzleFXA01
  64. WeaponLaunchBone = SECONDARY MUZZLEA01
  65. WeaponFireFXBone = TERTIARY MUZZLEA01
  66. WeaponRecoilBone = TERTIARY BARREL01
  67. WeaponMuzzleFlash = TERTIARY MuzzleFXA01
  68. WeaponLaunchBone = TERTIARY MUZZLEA01
  69. End
  70.  
  71. ; Attacking State
  72. ConditionState = ATTACKING
  73. Model = AVHwtzrTnkLck
  74. Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
  75. AnimationMode = ONCE_BACKWARDS
  76. Flags = START_FRAME_LAST
  77. TransitionKey = TRANS_Attacking
  78. Turret = Turret01
  79. TurretPitch = TurretEL01
  80. WeaponFireFXBone = PRIMARY MUZZLEA01
  81. WeaponRecoilBone = PRIMARY BARREL01
  82. WeaponMuzzleFlash = PRIMARY MuzzleFXA01
  83. WeaponLaunchBone = PRIMARY MUZZLEA01
  84. WeaponFireFXBone = SECONDARY MUZZLEA01
  85. WeaponRecoilBone = SECONDARY BARREL01
  86. WeaponMuzzleFlash = SECONDARY MuzzleFXA01
  87. WeaponLaunchBone = SECONDARY MUZZLEA01
  88. WeaponFireFXBone = TERTIARY MUZZLEA01
  89. WeaponRecoilBone = TERTIARY BARREL01
  90. WeaponMuzzleFlash = TERTIARY MuzzleFXA01
  91. WeaponLaunchBone = TERTIARY MUZZLEA01
  92. End
  93.  
  94. ; Turret Poping back into the base
  95. TransitionState = TRANS_Attacking TRANS_Idle
  96. Model = AVHwtzrTnkLck
  97. Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
  98. AnimationMode = ONCE
  99. Flags = START_FRAME_FIRST
  100. Turret = Turret01
  101. TurretPitch = TurretEL01
  102. WeaponFireFXBone = PRIMARY MUZZLEA01
  103. WeaponRecoilBone = PRIMARY BARREL01
  104. WeaponMuzzleFlash = PRIMARY MuzzleFXA01
  105. WeaponLaunchBone = PRIMARY MUZZLEA01
  106. WeaponFireFXBone = SECONDARY MUZZLEA01
  107. WeaponRecoilBone = SECONDARY BARREL01
  108. WeaponMuzzleFlash = SECONDARY MuzzleFXA01
  109. WeaponLaunchBone = SECONDARY MUZZLEA01
  110. WeaponFireFXBone = TERTIARY MUZZLEA01
  111. WeaponRecoilBone = TERTIARY BARREL01
  112. WeaponMuzzleFlash = TERTIARY MuzzleFXA01
  113. WeaponLaunchBone = TERTIARY MUZZLEA01
  114. End
  115.  
  116.  
  117. ;TransitionState = TRANS_STANDING TRANS_FIRING
  118. ; Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
  119. ; AnimationMode = ONCE_BACKWARDS
  120. ;End
  121.  
  122. ;TransitionState = TRANS_FIRING TRANS_STANDING
  123. ; Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
  124. ; AnimationMode = ONCE
  125. ;End
  126. ;ConditionState = ATTACKING
  127. ; Model = AVHwtzrTnkLck
  128. ; Animation = AVHwtzrTnkLck.AVHwtzrTnkLck
  129. ; AnimationMode = ONCE_BACKWARDS
  130. ; TransitionKey = TRANS_FIRING
  131. ; Turret = Turret01
  132. ; TurretPitch = TurretEL01
  133. ; WeaponFireFXBone = PRIMARY MUZZLEA01
  134. ; WeaponRecoilBone = PRIMARY BARREL01
  135. ; WeaponMuzzleFlash = PRIMARY MuzzleFXA01
  136. ; WeaponLaunchBone = PRIMARY MUZZLEA01
  137. ; WeaponFireFXBone = SECONDARY MUZZLEA01
  138. ; WeaponRecoilBone = SECONDARY BARREL01
  139. ; WeaponMuzzleFlash = SECONDARY MuzzleFXA01
  140. ; WeaponLaunchBone = SECONDARY MUZZLEA01
  141. ; WeaponFireFXBone = TERTIARY MUZZLEA01
  142. ; WeaponRecoilBone = TERTIARY BARREL01
  143. ; WeaponMuzzleFlash = TERTIARY MuzzleFXA01
  144. ; WeaponLaunchBone = TERTIARY MUZZLEA01
  145. ;End
  146. InitialRecoilSpeed = 135
  147. MaxRecoilDistance = 3.8
  148. RecoilSettleSpeed = 4
  149. RecoilDamping = 0.3
  150. TrackMarks = EXTnkTrack.tga
  151. TreadAnimationRate = -2
  152. End
  153. DisplayName = OBJECT:Howitzer
  154. Side = AmericaArmorGeneral
  155. EditorSorting = VEHICLE
  156. TransportSlotCount = 6
  157. WeaponSet
  158. Conditions = WEAPON_RIDER1
  159. ;Weapon = PRIMARY NONE
  160. ;AutoChooseSources = PRIMARY NONE
  161. Weapon = TERTIARY TopolDummyDeployWeapon
  162. AutoChooseSources = TERTIARY NONE
  163. End
  164. WeaponSet
  165. Conditions = WEAPON_RIDER2
  166. Weapon = PRIMARY LegionnaireCannonGun
  167. AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI FROM_PLAYER
  168. End
  169. WeaponSet
  170. Conditions = WEAPON_RIDER3
  171. Weapon = SECONDARY LegionnaireCannonGun
  172. AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI FROM_PLAYER
  173. End
  174. WeaponSet
  175. Conditions = WEAPON_RIDER4
  176. Weapon = TERTIARY LegionnaireCannonGun
  177. AutoChooseSources = TERTIARY FROM_SCRIPT FROM_AI FROM_PLAYER
  178. End
  179.  
  180. ArmorSet
  181. Armor = BikeLogicHeavyArtilleryArmor
  182. DamageFX = TankDamageFX
  183. End
  184. BuildCost = 2000
  185. BuildTime = 30
  186. VisionRange = 200
  187. ShroudClearingRange = 200
  188. Prerequisites
  189. Object = Armor_AmericaWarFactory
  190. Object = Armor_AmericaStrategyCenter
  191. Science = SCIENCE_ArmorDivision
  192. End
  193. ExperienceValue = 60 120 240 480
  194. ExperienceRequired = 0 480 720 1200
  195. IsTrainable = Yes
  196. CrusherLevel = 2
  197. CrushableLevel = 2
  198. ;CommandSet = Armor_AmericaVehicleHowitzerCommandSet
  199. ThreatValue = 1.3
  200. VoiceSelect = LegionnaireTankVoiceSelect
  201. VoiceMove = LegionnaireTankVoiceMove
  202. VoiceGuard = LegionnaireTankVoiceGuard
  203. VoiceAttack = LegionnaireTankVoiceAttack
  204. SoundMoveStart = InfernoCannonMoveStart
  205. SoundMoveStartDamaged = InfernoCannonMoveStart
  206. UnitSpecificSounds
  207. VoiceCreate = LegionnaireTankVoiceCreate
  208. VoiceCrush = LegionnaireTankVoiceMove
  209. VoiceEnter = LegionnaireTankVoiceMove
  210. VoiceEnterHostile = LegionnaireTankVoiceMove
  211. VoiceGarrison = LegionnaireTankVoiceMove
  212. VoiceBombard = LegionnaireTankVoiceAttack
  213. SoundEject = PilotSoundEject
  214. VoiceEject = PilotVoiceEject
  215. TurretMoveStart = NoSound
  216. TurretMoveLoop = OverlordTankTurretMoveLoop
  217. End
  218. RadarPriority = UNIT
  219. KindOf = PRELOAD SELECTABLE CAN_ATTACK VEHICLE SCORE DONT_AUTO_CRUSH_INFANTRY
  220. Body = ActiveBody ModuleTag_02
  221. MaxHealth = 420
  222. InitialHealth = 420
  223. SubdualDamageCap = 1000
  224. SubdualDamageHealRate = 250
  225. SubdualDamageHealAmount = 75
  226. End
  227. Behavior = AIUpdateInterface ModuleTag_04
  228. Turret
  229. TurretTurnRate = 60
  230. TurretPitchRate = 60
  231. AllowsPitch = Yes
  232. FirePitch = 75
  233. ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
  234. End
  235. AutoAcquireEnemiesWhenIdle = No NOTWHILEATTACKING
  236. End
  237. Behavior = PhysicsBehavior ModuleTag_05
  238. Mass = 100
  239. End
  240. ;Behavior = SpecialAbility ModuleTag_DirectFire_01
  241. ; SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
  242. ; UpdateModuleStartsAttack = Yes
  243. ; InitiateSound = LegionnaireTankVoiceAttackLaser
  244. ;End
  245. ;Behavior = SpecialAbilityUpdate ModuleTag_DirectFire_02
  246. ; SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
  247. ; StartAbilityRange = 400
  248. ; AbilityAbortRange = 450
  249. ; PreparationTime = 2000
  250. ; PersistentPrepTime = 500
  251. ; SpecialObject = LaserBeam
  252. ; SpecialObjectAttachToBone = MuzzleB01
  253. ;End
  254. Behavior = ProductionUpdate ModuleTag_08
  255. MaxQueueEntries = 1
  256. End
  257. Behavior = ObjectCreationUpgrade ModuleTag_06
  258. UpgradeObject = OCL_AmericanBattleDrone
  259. TriggeredBy = Upgrade_AmericaBattleDrone
  260. ConflictsWith = Upgrade_AmericaScoutDrone_ROTR Upgrade_AmericaHellfireDrone
  261. End
  262. Behavior = ObjectCreationUpgrade ModuleTag_07
  263. UpgradeObject = Armor_OCL_AmericanTargeterDrone
  264. TriggeredBy = Upgrade_AmericaScoutDrone_ROTR
  265. ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  266. End
  267. Behavior = ObjectCreationUpgrade ModuleTag_09
  268. UpgradeObject = OCL_AmericanHellfireDrone
  269. TriggeredBy = Upgrade_AmericaHellfireDrone
  270. ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone_ROTR
  271. End
  272. Behavior = ExperienceScalarUpgrade ModuleTag_12
  273. TriggeredBy = Upgrade_AmericaAdvancedTraining
  274. AddXPScalar = 1
  275. End
  276. Locomotor = SET_NORMAL NuclearHowitzerLocomotor ;LegionnaireLocomotor
  277. Behavior = TransitionDamageFX ModuleTag_13
  278. ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
  279. ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  280. End
  281. Behavior = EjectPilotDie ModuleTag_14
  282. DeathTypes = ALL -CRUSHED -SPLATTED
  283. ExemptStatus = HIJACKED
  284. GroundCreationList = OCL_EjectPilotOnGround
  285. AirCreationList = OCL_EjectPilotViaParachute
  286. VeterancyLevels = ALL -REGULAR
  287. End
  288. Behavior = InstantDeathBehavior ModuleTag_15
  289. DeathTypes = ALL
  290. FX = FX_GenericTankDeathExplosion
  291. OCL = OCL_AmericaLegionnaireDebris
  292. End
  293. Behavior = CreateCrateDie ModuleTag_16
  294. CrateData = SalvageCrateData
  295. End
  296. Behavior = FlammableUpdate ModuleTag_17
  297. AflameDuration = 5000
  298. AflameDamageAmount = 5
  299. AflameDamageDelay = 500
  300. End
  301. ;*************************************
  302. ;******Transformation Code Start********
  303. ;*************************************
  304.  
  305. Behavior = RiderChangeContain ModuleTag_MissileRearm01
  306.  
  307. Rider1 = GenericFakeRider1_Default_Rank RIDER1 WEAPON_RIDER1 STATUS_RIDER1 Armor_AmericaVehicleHowitzerCommandSet SET_NORMAL
  308. Rider2 = GenericFakeRider2_Default_Rank RIDER2 WEAPON_RIDER2 STATUS_RIDER2 Armor_AmericaVehicleHowitzerCommandSet_Upg1 SET_NORMAL
  309. Rider3 = GenericFakeRider3_Default_Rank RIDER2 WEAPON_RIDER3 STATUS_RIDER2 Armor_AmericaVehicleHowitzerCommandSet_Upg2 SET_NORMAL
  310. Rider4 = GenericFakeRider4_Default_Rank RIDER2 WEAPON_RIDER4 STATUS_RIDER2 Armor_AmericaVehicleHowitzerCommandSet_Upg3 SET_NORMAL
  311.  
  312. ;Standard TransportContain stuff
  313. Slots = 1
  314. InitialPayload = GenericFakeRider1_Default_Rank 1
  315. DamagePercentToUnits = 100%
  316. BurnedDeathToUnits = No
  317. AllowInsideKindOf = CAN_ATTACK
  318. ScuttleDelay = 100
  319. ScuttleStatus = TOPPLED
  320. End
  321.  
  322. ;Arms the missile silo with one missile
  323. Behavior = FireWeaponCollide ModuleTag_MissileRearm02
  324. CollideWeapon = GrenadierSwitchToHighAirburstRounds
  325. RequiredStatus = STATUS_RIDER8
  326. End
  327.  
  328. ;Arms the missile silo with one missile if you immediately re-arm the silo
  329. ;after firing the first missile to prevent you from getting one missile for free
  330. Behavior = FireWeaponCollide ModuleTag_MissileRearm022
  331. CollideWeapon = GrenadierSwitchToHighAirburstRounds
  332. RequiredStatus = STATUS_RIDER6
  333. ForbiddenStatus = STATUS_RIDER2
  334. End
  335.  
  336. ;Arms the missile silo with a second missile
  337. Behavior = FireWeaponCollide ModuleTag_MissileRearm0222
  338. CollideWeapon = GrenadierSwitchToHighExplosiveWithCanisterRounds
  339. RequiredStatus = STATUS_RIDER7
  340. ForbiddenStatus = STATUS_RIDER1
  341. End
  342.  
  343. Behavior = FireWeaponCollide ModuleTag_MissileRearm0223
  344. CollideWeapon = GrenadierSwitchToHighAirburstWithCanisterRounds
  345. RequiredStatus = STATUS_RIDER5
  346. ForbiddenStatus = STATUS_RIDER3
  347. End
  348.  
  349. Behavior = FireWeaponCollide ModuleTag_MissileRearm0224
  350. CollideWeapon = GrenadierSwitchToHighAirburstWithCanisterRounds
  351. RequiredStatus = STATUS_RIDER6
  352. ForbiddenStatus = STATUS_RIDER2
  353. End
  354.  
  355. ;Collision to make everything work
  356. Behavior = FireWeaponUpdate ModuleTag_MissileRearm041
  357. Weapon = GLACommandTruckRadarCollisionDummyWeapon
  358. End
  359.  
  360. Behavior = FireWeaponCollide ModuleTag_MissileRearm05
  361. CollideWeapon = Armor_HowitzerFiringAlarmWeapon
  362. RequiredStatus = IS_FIRING_WEAPON
  363. End
  364.  
  365. ;This module reveals the silo to everyone when its firing its missile
  366. Behavior = FireWeaponCollide ModuleTag_MissileRearm061
  367. CollideWeapon = SiloTacticalMissileRevealToAllWeapon
  368. RequiredStatus = IS_FIRING_WEAPON
  369. End
  370.  
  371. Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_MissileDisarm_01
  372. WeaponSlot = PRIMARY
  373. OCL = OCL_RussianTacticalNukeDisarmOne
  374. End
  375. Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_MissileDisarm_02
  376. WeaponSlot = SECONDARY
  377. OCL = OCL_RussianTacticalNukeDisarmTwo
  378. End
  379. Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_MissileDisarm_03
  380. WeaponSlot = TERTIARY
  381. OCL = OCL_RussianTacticalNukeDisarmThree
  382. End
  383. ;************************************
  384. ;******Transformation Code End********
  385. ;************************************
  386. Behavior = ObjectCreationUpgrade ModuleTag_ShowWeaponRange02
  387. UpgradeObject = Armor_OCL_HowitzerRangeIndicator
  388. TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
  389. End
  390.  
  391. Geometry = BOX
  392. GeometryMajorRadius = 18
  393. GeometryMinorRadius = 10
  394. GeometryHeight = 14
  395. GeometryIsSmall = Yes
  396. Shadow = SHADOW_VOLUME
  397. ;Scale = 1.08 ;0.95
  398. End
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