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- ;------------------------------------------------------------------------------
- Object AmericaInfantryMissileDefender
- ; *** ART Parameters ***
- SelectPortrait = SAMissleDefender_L
- ButtonImage = SAMissleDefender
- Draw = W3DModelDraw ModuleTag_01
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = AIMslDfr_SKN
- End
- End
- BuildCost = 300 ;250
- BuildTime = 5.0
- Prerequisites
- Object = AmericaBarracks
- End
- Side = America
- EditorSorting = INFANTRY
- BuildVariations = AmericaInfantryMissileDefender_Var1
- KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY OBSTACLE SCORE
- ;This is to ensure that the barracks icon shows a veterancy chevron
- Behavior = VeterancyGainCreate ModuleTag_Veteran01
- StartingLevel = VETERAN
- ScienceRequired = SCIENCE_VeteranInfantry
- End
- Geometry = CYLINDER
- GeometryMajorRadius = 10.0
- GeometryMinorRadius = 10.0
- GeometryHeight = 12.0
- GeometryIsSmall = Yes
- Shadow = SHADOW_DECAL
- ShadowSizeX = 14;
- ShadowSizeY = 14;
- ShadowTexture = ShadowI;
- BuildCompletion = APPEARS_AT_RALLY_POINT
- End
- ;------------------------------------------------------------------------------
- Object AmericaInfantryMissileDefender_Var1
- ; *** ART Parameters ***
- SelectPortrait = SAMissleDefender_L
- ButtonImage = SAMissleDefender
- UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
- UpgradeCameo2 = Upgrade_AmericaChemicalSuits
- Draw = W3DModelDraw ModuleTag_01
- OkToChangeModelColor = Yes
- ;***NOTE***
- ;A little history -- the MissileDefender now uses the assets of the TankHunter.
- ;The TH uses assets of the GLA tunnel defender, and the TD uses assets of the NEW
- ;MD. It was a design/art/code decision because the new missile defender animations
- ;don't suit that of a mobile/offensive unit with packing and unpacking.
- DefaultConditionState
- Model = AIMslDfr_SKN
- IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30
- IdleAnimation = NITHNT_SKL.NITHNT_IDA
- IdleAnimation = NITHNT_SKL.NITHNT_IDB
- AnimationMode = ONCE
- HideSubObject = LASER01
- TransitionKey = TRANS_Stand
- WeaponFireFXBone = PRIMARY Muzzle
- WeaponLaunchBone = PRIMARY Muzzle
- WeaponLaunchBone = SECONDARY Muzzle
- WeaponFireFXBone = SECONDARY Muzzle
- WeaponLaunchBone = TERTIARY Muzzle
- WeaponFireFXBone = TERTIARY Muzzle
- WaitForStateToFinishIfPossible = TRANS_START_FIRING
- End
- AliasConditionState = RIDER1
- ConditionState = RIDER1 MOVING
- Animation = NITHNT_SKL.NITHNT_RNA 20
- AnimationMode = LOOP
- Flags = RANDOMSTART
- TransitionKey = Nada
- ParticleSysBone = None InfantryDustTrails
- WaitForStateToFinishIfPossible = NONE
- End
- AliasConditionState = RIDER1 MOVING RELOADING_A
- AliasConditionState = RIDER1 MOVING RELOADING_C
- AliasConditionState = RIDER1 MOVING RELOADING_B
- ConditionState = RIDER1 FIRING_A
- Animation = NITHNT_SKL.NITHNT_ATA
- AnimationMode = ONCE
- TransitionKey = TRANS_START_FIRING
- WaitForStateToFinishIfPossible = NONE
- AnimationSpeedFactorRange = 1.5 1.8
- End
- ConditionState = RIDER1 RELOADING_A
- Animation = NITHNT_SKL.NITHNT_STA
- AnimationMode = ONCE
- TransitionKey = Nada
- WaitForStateToFinishIfPossible = TRANS_START_FIRING
- End
- AliasConditionState = RIDER1 BETWEEN_FIRING_SHOTS_A
- ConditionState = RIDER1 FIRING_C
- Animation = NITHNT_SKL.NITHNT_ATB
- AnimationMode = ONCE
- TransitionKey = TRANS_START_FIRING
- WaitForStateToFinishIfPossible = NONE
- AnimationSpeedFactorRange = 1.5 1.8
- End
- AliasConditionState = RIDER1 FIRING_B
- ConditionState = RIDER1 BETWEEN_FIRING_SHOTS_C
- Animation = NITHNT_SKL.NITHNT_ATB
- AnimationMode = MANUAL
- Flags = START_FRAME_LAST
- TransitionKey = Nada
- WaitForStateToFinishIfPossible = TRANS_START_FIRING
- End
- AliasConditionState = RIDER1 RELOADING_C
- AliasConditionState = RIDER1 PREATTACK_C
- AliasConditionState = RIDER1 BETWEEN_FIRING_SHOTS_B
- AliasConditionState = RIDER1 RELOADING_B
- ;;;;;;Swith to Laser animations Lock :
- TransitionState = TRANS_Stand TRANS_RIDER2_Stand
- Animation = NITHNT_SKL.NITHNT_PBA
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 1.2 1.2
- End
- TransitionState = TRANS_RIDER2_Stand TRANS_Stand
- ShowSubObject = LASER01
- Animation = NITHNT_SKL.NITHNT_PBA
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 1.2 1.2
- End
- ;;;;;;Laser Lock Activated:
- ConditionState = RIDER2
- ShowSubObject = LASER01
- 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_RIDER2_Stand
- WaitForStateToFinishIfPossible = TRANS_RIDER2_START_FIRING
- End
- ConditionState = RIDER2 MOVING
- ShowSubObject = LASER01
- Animation = NITHNT_SKL.NITHNT_RNA 20
- AnimationMode = LOOP
- Flags = RANDOMSTART
- TransitionKey = Nada
- ParticleSysBone = None InfantryDustTrails
- WaitForStateToFinishIfPossible = NONE
- End
- AliasConditionState = RIDER2 MOVING RELOADING_A
- AliasConditionState = RIDER2 MOVING RELOADING_C
- AliasConditionState = RIDER2 MOVING RELOADING_B
- ConditionState = RIDER2 FIRING_A
- ShowSubObject = LASER01
- Animation = NITHNT_SKL.NITHNT_STA
- AnimationMode = LOOP
- TransitionKey = Nada
- WaitForStateToFinishIfPossible = TRANS_RIDER2_START_FIRING
- End
- AliasConditionState = RIDER2 RELOADING_A
- AliasConditionState = RIDER2 BETWEEN_FIRING_SHOTS_A
- AliasConditionState = RIDER2 FIRING_B
- AliasConditionState = RIDER2 RELOADING_B
- AliasConditionState = RIDER2 BETWEEN_FIRING_SHOTS_B
- AliasConditionState = RIDER2 FIRING_C
- AliasConditionState = RIDER2 RELOADING_C
- AliasConditionState = RIDER2 BETWEEN_FIRING_SHOTS_C
- AliasConditionState = RIDER2 PREATTACK_A
- ;Death animations:
- ConditionState = RIDER1 DYING
- Animation = NITHNT_SKL.NITHNT_DTA
- Animation = NITHNT_SKL.NITHNT_DTB
- AnimationSpeedFactorRange = 0.9 1.25
- AnimationMode = ONCE
- TransitionKey = TRANS_Dying
- WaitForStateToFinishIfPossible = NONE
- End
- AliasConditionState = RIDER2 DYING
- TransitionState = TRANS_Dying TRANS_Flailing
- Animation = NITHNT_SKL.NITHNT_ADTA1
- AnimationMode = ONCE
- End
- ConditionState = RIDER1 DYING EXPLODED_FLAILING
- Animation = NITHNT_SKL.NITHNT_ADTA2
- AnimationMode = LOOP
- TransitionKey = TRANS_Flailing
- WaitForStateToFinishIfPossible = NONE
- End
- AliasConditionState = RIDER2 DYING EXPLODED_FLAILING
- ConditionState = RIDER1 DYING EXPLODED_BOUNCING
- Animation = NITHNT_SKL.NITHNT_ADTA3
- AnimationMode = ONCE
- TransitionKey = Nada
- WaitForStateToFinishIfPossible = NONE
- End
- AliasConditionState = RIDER2 DYING EXPLODED_BOUNCING
- ;PARACHUTING ANIMATIONS
- ConditionState =RIDER1 FREEFALL
- Animation = NITHNT_SKL.NITHNT_PFL
- AnimationMode = LOOP
- TransitionKey = TRANS_Falling
- End
- AliasConditionState = RIDER1 FREEFALL DYING
- AliasConditionState = RIDER2 FREEFALL
- AliasConditionState = RIDER2 FREEFALL DYING
- ConditionState = RIDER1 PARACHUTING
- Animation = NITHNT_SKL.NITHNT_PHG
- AnimationMode = LOOP
- Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
- TransitionKey = TRANS_Chute
- End
- AliasConditionState = RIDER1 PARACHUTING DYING
- AliasConditionState = RIDER2 PARACHUTING
- AliasConditionState = RIDER2 PARACHUTING DYING
- TransitionState = TRANS_Falling TRANS_Chute
- Animation = NITHNT_SKL.NITHNT_POP
- AnimationMode = ONCE
- Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
- End
- TransitionState = TRANS_Chute TRANS_Stand
- Animation = NITHNT_SKL.NITHNT_PTD
- AnimationMode = ONCE
- End
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:MissileTeam
- Side = America
- EditorSorting = SYSTEM
- TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
- WeaponSet
- Conditions = WEAPON_RIDER1
- Weapon = PRIMARY MissileDefenderMissileWeapon
- Weapon = SECONDARY MissileDefenderMissileAirWeapon
- Weapon = TERTIARY MissileDefenderNEWLaserGuidedMissileWeapon
- AutoChooseSources = TERTIARY NONE
- ShareWeaponReloadTime = Yes
- End
- ; WeaponSet
- ; Conditions = WEAPON_RIDER2
- ; Weapon = PRIMARY MissileDefenderLaserGuidanceWeapon
- ; Weapon = SECONDARY MissileDefenderLaserGuidanceInitialRangeDummyWeapon
- ; Weapon = TERTIARY MissileDefenderLaserGuidedMissileWeapon_Dummy
- ; AutoChooseSources = TERTIARY NONE
- ; End
- ArmorSet
- Conditions = None
- Armor = HumanArmor
- DamageFX = InfantryDamageFX
- End
- ArmorSet
- Conditions = PLAYER_UPGRADE
- Armor = ChemSuitHumanArmor
- DamageFX = InfantryDamageFX
- End
- VisionRange = 220
- ShroudClearingRange = 220
- Prerequisites
- Object = AmericaBarracks
- End
- BuildCost = 300 ;250
- BuildTime = 5.0 ;in seconds
- ExperienceValue = 20 20 40 60 ;Experience point value at each level
- ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
- IsTrainable = Yes ;Can gain experience
- CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- ; *** AUDIO Parameters ***
- VoiceSelect = MissileDefenderVoiceSelect
- VoiceMove = MissileDefenderVoiceMove
- VoiceGuard = MissileDefenderVoiceMove
- VoiceAttack = MissileDefenderVoiceAttack
- VoiceAttackAir = MissileDefenderVoiceAttack
- VoiceFear = MissileDefenderVoiceFear
- UnitSpecificSounds
- VoiceGarrison = MissileDefenderVoiceGarrison
- VoiceCreate = MissileDefenderVoiceCreate
- VoiceEnter = MissileDefenderVoiceMove
- VoiceGetHealed = MissileDefenderVoiceMove
- End
- ; *** ENGINEERING Parameters ***
- RadarPriority = UNIT
- KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY OBSTACLE SCORE ;ATTACK_NEEDS_LINE_OF_SIGHT
- Body = ActiveBody ModuleTag_02
- MaxHealth = 100.0
- InitialHealth = 100.0
- End
- Behavior = ExperienceScalarUpgrade ModuleTag_03
- TriggeredBy = Upgrade_AmericaAdvancedTraining
- AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
- End
- Behavior = AIUpdateInterface ModuleTag_04
- AutoAcquireEnemiesWhenIdle = Yes
- MoodAttackCheckRate = 250
- End
- Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba
- ScanRate = 1000 ; once a second.
- ScanRange = 300 ;
- NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
- AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
- End
- Locomotor = SET_NORMAL MissileDefenderLocomotor
- Behavior = PhysicsBehavior ModuleTag_06
- Mass = 5.0
- End
- Behavior = ArmorUpgrade ModuleTag_Armor01
- TriggeredBy = Upgrade_AmericaChemicalSuits
- End
- ; Behavior = AssistedTargetingUpdate ModuleTag_038
- ; AssistingClipSize = 1 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon
- ; AssistingWeaponSlot = TERTIARY ; And the weapon to use. Should have huge range and no natural clip.
- ; End
- Behavior = SpecialAbility ModuleTag_LaserGuided01
- SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
- UpdateModuleStartsAttack = Yes
- InitiateSound = MissileDefenderVoiceAttackLaser
- End
- Behavior = SpecialAbilityUpdate ModuleTag_LaserGuided02
- SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
- StartAbilityRange = 200.0
- AbilityAbortRange = 250.0 ;If the target moves outside this range, abort.
- PreparationTime = 1000
- PersistentPrepTime = 500
- SpecialObject = LaserBeam
- SpecialObjectAttachToBone = Muzzle
- End
- Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit.
- End
- Behavior = SquishCollide ModuleTag_10
- ;nothing
- End
- Behavior = DefaultProductionExitUpdate ModuleTag_AirBorneCallin02
- UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
- NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0
- End
- ;*************************************
- ;******Transformation Code Start******
- ;*************************************
- Behavior = RiderChangeContain ModuleTag_Transform01
- ;;;;Normal Rank
- Rider1 = GenericFakeRider1_Default_Rank RIDER1 WEAPON_RIDER1 STATUS_RIDER1 AmericaInfantryMissileDefenderCommandSet SET_NORMAL
- Rider2 = GenericFakeRider2_Default_Rank RIDER2 WEAPON_RIDER2 STATUS_RIDER2 AmericaInfantryMissileDefenderCommandSet SET_NORMAL
- ;;;;We only use this for a split second and then never again
- Rider3 = AmericaBasicInfantryFakeRider RIDER1 WEAPON_RIDER1 STATUS_RIDER1 AmericaInfantryMissileDefenderCommandSet SET_NORMAL
- ;Standard TransportContain stuff
- Slots = 1
- InitialPayload = AmericaBasicInfantryFakeRider 1
- DamagePercentToUnits = 100%
- BurnedDeathToUnits = No
- AllowInsideKindOf = CAN_ATTACK
- ScuttleDelay = 100
- ScuttleStatus = TOPPLED
- End
- ; Behavior = GrantUpgradeCreate ModuleTag_Transform02
- ; UpgradeToGrant = Upgrade_GLAWorkerRealCommandSet
- ; End
- ; Behavior = ProductionUpdate ModuleTag_Transform03
- ; MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
- ; End
- ; ;Primary Unit Mode Triggers
- ; Behavior = FireWeaponCollide ModuleTag_Transform05
- ; CollideWeapon = MissileDefenderSwitchToStandardMode
- ; RequiredStatus = STATUS_RIDER2 HIJACKED
- ; End
- ; Behavior = ObjectCreationUpgrade ModuleTag_Transform06
- ; UpgradeObject = OCL_GrenadierHEGrenadeMode
- ; TriggeredBy = Upgrade_GLAWorkerRealCommandSet
- ; End
- ; Behavior = StatusBitsUpgrade ModuleTag_Transform07
- ; TriggeredBy = Upgrade_GLAWorkerRealCommandSet
- ; StatusToSet = HIJACKED
- ; StatusToClear = REPULSOR
- ; End
- ; ;Secondary Unit Mode Triggers
- ; Behavior = FireWeaponCollide ModuleTag_Transform08
- ; CollideWeapon = MissileDefenderSwitchToLaserlockMode
- ; RequiredStatus = STATUS_RIDER1 REPULSOR
- ; End
- ; Behavior = ObjectCreationUpgrade ModuleTag_Transform09
- ; UpgradeObject = OCL_GrenadierAirburtGrenadeMode
- ; TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- ; End
- ; Behavior = StatusBitsUpgrade ModuleTag_Transform10
- ; TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- ; StatusToSet = REPULSOR
- ; StatusToClear = HIJACKED
- ; End
- ;************************************
- ;******Transformation Code End*******
- ;************************************
- ; --- begin Death modules ---
- Behavior = SlowDeathBehavior ModuleTag_Death01
- DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -EXTRA_8
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- FX = INITIAL FX_MissileDefenderDie
- End
- Behavior = SlowDeathBehavior ModuleTag_Death02
- DeathTypes = NONE +CRUSHED +SPLATTED
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- FX = INITIAL FX_GIDieCrushed
- End
- Behavior = SlowDeathBehavior ModuleTag_Death03
- DeathTypes = NONE +EXPLODED
- DestructionDelay = 0
- FX = INITIAL FX_MissileDefenderDie
- OCL = INITIAL OCL_AmericaExplodedDeathMissileDefender
- End
- Behavior = SlowDeathBehavior ModuleTag_Death04
- DeathTypes = NONE +BURNED
- DestructionDelay = 0
- FX = INITIAL FX_DieByFireUSA
- OCL = INITIAL OCL_FlamingInfantry
- End
- Behavior = SlowDeathBehavior ModuleTag_Death05
- DeathTypes = NONE +POISONED
- DestructionDelay = 0
- FX = INITIAL FX_DieByToxinUSA
- OCL = INITIAL OCL_ToxicInfantry
- End
- Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
- DeathTypes = NONE +POISONED_BETA
- DestructionDelay = 0
- FX = INITIAL FX_DieByToxinUSA
- OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
- End
- Behavior = SlowDeathBehavior ModuleTag_Death07
- DeathTypes = NONE +POISONED_GAMMA
- DestructionDelay = 0
- FX = INITIAL FX_DieByFireUSA
- OCL = INITIAL OCL_TeslaDeathInfantry
- FX = FINAL FX_IfantryTeslaDie
- End
- Behavior = SlowDeathBehavior ModuleTag_Death08 ;new and shiney microwave death effect
- DeathTypes = NONE +EXTRA_2
- DestructionDelay = 0
- FX = INITIAL FX_DieByFireUSA
- OCL = INITIAL OCL_MicrowavedInfantry
- End
- Behavior = SlowDeathBehavior ModuleTag_Death09
- DeathTypes = NONE +EXTRA_3
- DestructionDelay = 0
- FX = INITIAL FX_DieByToxinUSA
- OCL = INITIAL OCL_ViralInfantryDeath
- End
- Behavior = SlowDeathBehavior ModuleTag_Death045 ;Brutal kill with lots of blood and no death scream
- DeathTypes = NONE +EXTRA_4
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- OCL = INITIAL OCL_BrutalBloodyDeathBits
- FX = INITIAL FX_InfantryGoreExplosion
- End
- Behavior = SlowDeathBehavior ModuleTag_036 ;Gore death explosion
- DeathTypes = NONE +EXTRA_5
- ProbabilityModifier = 30
- DestructionDelay = 0
- OCL = INITIAL OCL_BloodyGoreExplosion
- FX = FINAL FX_InfantryGoreExplosion
- End
- Behavior = SlowDeathBehavior ModuleTag_Death0323
- DeathTypes = NONE +EXTRA_5
- ProbabilityModifier = 70
- DestructionDelay = 0
- FX = INITIAL FX_MissileDefenderDie
- OCL = INITIAL OCL_BrutalBloodyDeathBits
- OCL = FINAL OCL_AmericaExplodedDeathMissileDefender
- End
- Behavior = SlowDeathBehavior ModuleTag_03241156 ;Radiation Melt
- DeathTypes = NONE +EXTRA_6
- DestructionDelay = 0
- OCL = INITIAL OCL_RadiationDeathInfantry
- FX = INITIAL FX_GIDieRadiation
- FX = FINAL FX_DieByToxinUSA
- End
- Behavior = SlowDeathBehavior ModuleTag_0323241156 ;Radiation Melt
- DeathTypes = NONE +EXTRA_7
- DestructionDelay = 0
- OCL = INITIAL OCL_NeutronRadiationDeathInfantry
- FX = INITIAL FX_GIDieRadiation
- FX = FINAL FX_DieByToxinUSA
- End
- Behavior = SlowDeathBehavior ModuleTag_03231 ;Cryogenic Freeze death
- DeathTypes = NONE +LASERED
- DestructionDelay = 0
- FX = INITIAL FX_GIDieCryoFreeze
- OCL = INITIAL OCL_CrygenicDeathInfantry
- End
- Behavior = SlowDeathBehavior ModuleTag_Surrender_Death
- DeathTypes = NONE +EXTRA_8
- DestructionDelay = 0
- FX = INITIAL FX_MissileDefenderSurrender
- OCL = INITIAL OCL_MissileDefenderSurrendering
- End
- ; --- end Death modules ---
- Behavior = PoisonedBehavior ModuleTag_13
- PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
- PoisonDuration = 3000 ; ... for this long after last hit by poison damage
- End
- Geometry = CYLINDER
- GeometryMajorRadius = 7.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 12.0
- GeometryIsSmall = Yes
- Shadow = SHADOW_DECAL
- ShadowSizeX = 14;
- ShadowSizeY = 14;
- ShadowTexture = ShadowI;
- BuildCompletion = APPEARS_AT_RALLY_POINT
- End
- ;------------------------------------------------------------------------------
- Object AmericaInfantryyMissileDefenderSurrenderCrate
- ; *** ART Parameters ***
- SelectPortrait = SARanger_L
- ButtonImage = SARanger
- Draw = W3DModelDraw ModuleTag_01
- OkToChangeModelColor = Yes
- ; --- Idle
- DefaultConditionState
- Model = AIMslDfr_SKN
- Animation = NITHNT_SKL.NITHNT_SUR
- HideSubObject = LASER01
- AnimationMode = ONCE
- TransitionKey = TRANS_SURRENDERING
- End
- ConditionState = LOADED
- Animation = NITHNT_SKL.NITHNT_SST
- AnimationMode = LOOP
- WaitForStateToFinishIfPossible = TRANS_SURRENDERING
- End
- ; --- dying anims
- ConditionState = RUBBLE
- Animation = NITHNT_SKL.NITHNT_DTA
- Animation = NITHNT_SKL.NITHNT_DTB
- AnimationMode = ONCE
- TransitionKey = None
- AnimationSpeedFactorRange = 1.5 2.0
- End
- End
- Draw = W3DModelDraw ModuleTag_SurrenderFlag01
- DefaultConditionState
- Model = EXSurndr_B
- Animation = EXSurndr_B.EXSurndr_B
- AnimationMode = ONCE
- HideSubObject = FLAG
- TransitionKey = TRANS_SURRENDERING
- End
- ConditionState = LOADED
- ShowSubObject = FLAG
- WaitForStateToFinishIfPossible = TRANS_SURRENDERING
- End
- ConditionState = RUBBLE
- Animation = NONE
- End
- End
- ; ***DESIGN parameters ***
- Side = America
- EditorSorting = SYSTEM
- WeaponSet
- Conditions = None
- Weapon = SECONDARY SuicideUnresistableWeapon
- End
- ArmorSet
- Conditions = None
- Armor = POWArmor
- DamageFX = InfantryDamageFX
- End
- ExperienceValue = 0 0 0 0
- ExperienceRequired = 0 0 0 0
- IsTrainable = Yes
- CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- ; *** ENGINEERING Parameters ***
- KindOf = INFANTRY UNATTACKABLE CAN_ATTACK
- Body = ActiveBody ModuleTag_03
- MaxHealth = 100.0
- InitialHealth = 10.0
- End
- Behavior = AIUpdateInterface ModuleTag_03232
- End
- Behavior = OCLUpdate ModuleTag_ReviveTrigger01
- MinDelay = 30000
- MaxDelay = 33000
- OCL = OCL_CreateRealFortress
- End
- Behavior = UnitCrateCollide ModuleTag_02
- UnitCount = 1
- UnitName = AmericanCIAInteligenceObject
- RequiredKindOf = CAN_RAPPEL ;Rangers only
- HumanOnly = No
- BuildingPickup = No
- PickupScience = SCIENCE_CapturePrisoners ;Requires the rangers to have this upgrade
- ForbidOwnerPlayer = Yes
- ExecuteFX = FX_PrisonerCratePickup
- ExecuteAnimation = PrisonerCaptured
- ExecuteAnimationTime = 4.0 ; In seconds
- ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
- ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
- End
- Behavior = TransportContain ModuleTag_Loaded01
- Slots = 1
- InitialPayload = GenericFakeRider1_Default_Rank 1
- AllowInsideKindOf = NO_COLLIDE
- End
- Behavior = SquishCollide ModuleTag_Crush01
- End
- ; --- begin Death modules ---
- Behavior = SlowDeathBehavior ModuleTag_Revive01
- DeathTypes = NONE +SUICIDED
- DestructionDelay = 0
- End
- Behavior = CreateObjectDie ModuleTag_Revive02
- DeathTypes = NONE +SUICIDED
- CreationList = OCL_SurrenderedMissileDefenderRevive
- TransferPreviousHealth = Yes
- End
- Behavior = SlowDeathBehavior ModuleTag_Death01
- DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -SUICIDED
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- FX = INITIAL FX_MissileDefenderDie
- End
- Behavior = SlowDeathBehavior ModuleTag_Death02
- DeathTypes = NONE +CRUSHED +SPLATTED
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- FX = INITIAL FX_GIDieCrushed
- End
- Behavior = SlowDeathBehavior ModuleTag_Death03
- DeathTypes = NONE +EXPLODED
- DestructionDelay = 0
- FX = INITIAL FX_MissileDefenderDie
- OCL = INITIAL OCL_AmericaExplodedDeathMissileDefender
- End
- Behavior = SlowDeathBehavior ModuleTag_Death04
- DeathTypes = NONE +BURNED
- DestructionDelay = 0
- FX = INITIAL FX_DieByFireUSA
- OCL = INITIAL OCL_FlamingInfantry
- End
- Behavior = SlowDeathBehavior ModuleTag_Death05
- DeathTypes = NONE +POISONED
- DestructionDelay = 0
- FX = INITIAL FX_DieByToxinUSA
- OCL = INITIAL OCL_ToxicInfantry
- End
- Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
- DeathTypes = NONE +POISONED_BETA
- DestructionDelay = 0
- FX = INITIAL FX_DieByToxinUSA
- OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
- End
- Behavior = SlowDeathBehavior ModuleTag_Death07
- DeathTypes = NONE +POISONED_GAMMA
- DestructionDelay = 0
- FX = INITIAL FX_DieByFireUSA
- OCL = INITIAL OCL_TeslaDeathInfantry
- FX = FINAL FX_IfantryTeslaDie
- End
- Behavior = SlowDeathBehavior ModuleTag_Death08 ;new and shiney microwave death effect
- DeathTypes = NONE +EXTRA_2
- DestructionDelay = 0
- FX = INITIAL FX_DieByFireUSA
- OCL = INITIAL OCL_MicrowavedInfantry
- End
- Behavior = SlowDeathBehavior ModuleTag_Death09
- DeathTypes = NONE +EXTRA_3
- DestructionDelay = 0
- FX = INITIAL FX_DieByToxinUSA
- OCL = INITIAL OCL_ViralInfantryDeath
- End
- Behavior = SlowDeathBehavior ModuleTag_Death045 ;Brutal kill with lots of blood and no death scream
- DeathTypes = NONE +EXTRA_4
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- OCL = INITIAL OCL_BrutalBloodyDeathBits
- FX = INITIAL FX_InfantryGoreExplosion
- End
- Behavior = SlowDeathBehavior ModuleTag_036 ;Gore death explosion
- DeathTypes = NONE +EXTRA_5
- ProbabilityModifier = 30
- DestructionDelay = 0
- OCL = INITIAL OCL_BloodyGoreExplosion
- FX = FINAL FX_InfantryGoreExplosion
- End
- Behavior = SlowDeathBehavior ModuleTag_Death0323
- DeathTypes = NONE +EXTRA_5
- ProbabilityModifier = 70
- DestructionDelay = 0
- FX = INITIAL FX_MissileDefenderDie
- OCL = INITIAL OCL_BrutalBloodyDeathBits
- OCL = FINAL OCL_AmericaExplodedDeathMissileDefender
- End
- Behavior = SlowDeathBehavior ModuleTag_03241156 ;Radiation Melt
- DeathTypes = NONE +EXTRA_6
- DestructionDelay = 0
- OCL = INITIAL OCL_RadiationDeathInfantry
- FX = INITIAL FX_GIDieRadiation
- FX = FINAL FX_DieByToxinUSA
- End
- Behavior = SlowDeathBehavior ModuleTag_0323241156 ;Radiation Melt
- DeathTypes = NONE +EXTRA_7
- DestructionDelay = 0
- OCL = INITIAL OCL_NeutronRadiationDeathInfantry
- FX = INITIAL FX_GIDieRadiation
- FX = FINAL FX_DieByToxinUSA
- End
- Behavior = SlowDeathBehavior ModuleTag_03231 ;Cryogenic Freeze death
- DeathTypes = NONE +LASERED
- DestructionDelay = 0
- FX = INITIAL FX_GIDieCryoFreeze
- OCL = INITIAL OCL_CrygenicDeathInfantry
- End
- ; --- end Death modules ---
- Geometry = BOX
- GeometryMajorRadius = 5.0
- GeometryMinorRadius = 5.0
- GeometryHeight = 7.0
- GeometryIsSmall = Yes
- Shadow = SHADOW_DECAL
- ShadowSizeX = 18;
- ShadowSizeY = 18;
- ShadowTexture = EXPowDcl;
- End
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