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  1. ;------------------------------------------------------------------------------
  2. Object AmericaInfantryMissileDefender
  3.  
  4. ; *** ART Parameters ***
  5. SelectPortrait = SAMissleDefender_L
  6. ButtonImage = SAMissleDefender
  7.  
  8. Draw = W3DModelDraw ModuleTag_01
  9.  
  10. OkToChangeModelColor = Yes
  11.  
  12. DefaultConditionState
  13. Model = AIMslDfr_SKN
  14. End
  15.  
  16. End
  17.  
  18. BuildCost = 300 ;250
  19. BuildTime = 5.0
  20.  
  21. Prerequisites
  22. Object = AmericaBarracks
  23. End
  24.  
  25. Side = America
  26. EditorSorting = INFANTRY
  27. BuildVariations = AmericaInfantryMissileDefender_Var1
  28.  
  29. KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY OBSTACLE SCORE
  30.  
  31. ;This is to ensure that the barracks icon shows a veterancy chevron
  32. Behavior = VeterancyGainCreate ModuleTag_Veteran01
  33. StartingLevel = VETERAN
  34. ScienceRequired = SCIENCE_VeteranInfantry
  35. End
  36.  
  37. Geometry = CYLINDER
  38. GeometryMajorRadius = 10.0
  39. GeometryMinorRadius = 10.0
  40. GeometryHeight = 12.0
  41. GeometryIsSmall = Yes
  42. Shadow = SHADOW_DECAL
  43. ShadowSizeX = 14;
  44. ShadowSizeY = 14;
  45. ShadowTexture = ShadowI;
  46. BuildCompletion = APPEARS_AT_RALLY_POINT
  47.  
  48. End
  49.  
  50. ;------------------------------------------------------------------------------
  51. Object AmericaInfantryMissileDefender_Var1
  52.  
  53. ; *** ART Parameters ***
  54. SelectPortrait = SAMissleDefender_L
  55. ButtonImage = SAMissleDefender
  56.  
  57. UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  58. UpgradeCameo2 = Upgrade_AmericaChemicalSuits
  59.  
  60. Draw = W3DModelDraw ModuleTag_01
  61. OkToChangeModelColor = Yes
  62.  
  63. ;***NOTE***
  64. ;A little history -- the MissileDefender now uses the assets of the TankHunter.
  65. ;The TH uses assets of the GLA tunnel defender, and the TD uses assets of the NEW
  66. ;MD. It was a design/art/code decision because the new missile defender animations
  67. ;don't suit that of a mobile/offensive unit with packing and unpacking.
  68.  
  69. DefaultConditionState
  70. Model = AIMslDfr_SKN
  71. IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30
  72. IdleAnimation = NITHNT_SKL.NITHNT_IDA
  73. IdleAnimation = NITHNT_SKL.NITHNT_IDB
  74. AnimationMode = ONCE
  75. HideSubObject = LASER01
  76. TransitionKey = TRANS_Stand
  77. WeaponFireFXBone = PRIMARY Muzzle
  78. WeaponLaunchBone = PRIMARY Muzzle
  79. WeaponLaunchBone = SECONDARY Muzzle
  80. WeaponFireFXBone = SECONDARY Muzzle
  81. WeaponLaunchBone = TERTIARY Muzzle
  82. WeaponFireFXBone = TERTIARY Muzzle
  83. WaitForStateToFinishIfPossible = TRANS_START_FIRING
  84. End
  85. AliasConditionState = RIDER1
  86.  
  87. ConditionState = RIDER1 MOVING
  88. Animation = NITHNT_SKL.NITHNT_RNA 20
  89. AnimationMode = LOOP
  90. Flags = RANDOMSTART
  91. TransitionKey = Nada
  92. ParticleSysBone = None InfantryDustTrails
  93. WaitForStateToFinishIfPossible = NONE
  94. End
  95. AliasConditionState = RIDER1 MOVING RELOADING_A
  96. AliasConditionState = RIDER1 MOVING RELOADING_C
  97. AliasConditionState = RIDER1 MOVING RELOADING_B
  98.  
  99. ConditionState = RIDER1 FIRING_A
  100. Animation = NITHNT_SKL.NITHNT_ATA
  101. AnimationMode = ONCE
  102. TransitionKey = TRANS_START_FIRING
  103. WaitForStateToFinishIfPossible = NONE
  104. AnimationSpeedFactorRange = 1.5 1.8
  105. End
  106.  
  107. ConditionState = RIDER1 RELOADING_A
  108. Animation = NITHNT_SKL.NITHNT_STA
  109. AnimationMode = ONCE
  110. TransitionKey = Nada
  111. WaitForStateToFinishIfPossible = TRANS_START_FIRING
  112. End
  113. AliasConditionState = RIDER1 BETWEEN_FIRING_SHOTS_A
  114.  
  115. ConditionState = RIDER1 FIRING_C
  116. Animation = NITHNT_SKL.NITHNT_ATB
  117. AnimationMode = ONCE
  118. TransitionKey = TRANS_START_FIRING
  119. WaitForStateToFinishIfPossible = NONE
  120. AnimationSpeedFactorRange = 1.5 1.8
  121. End
  122. AliasConditionState = RIDER1 FIRING_B
  123.  
  124. ConditionState = RIDER1 BETWEEN_FIRING_SHOTS_C
  125. Animation = NITHNT_SKL.NITHNT_ATB
  126. AnimationMode = MANUAL
  127. Flags = START_FRAME_LAST
  128. TransitionKey = Nada
  129. WaitForStateToFinishIfPossible = TRANS_START_FIRING
  130. End
  131. AliasConditionState = RIDER1 RELOADING_C
  132. AliasConditionState = RIDER1 PREATTACK_C
  133. AliasConditionState = RIDER1 BETWEEN_FIRING_SHOTS_B
  134. AliasConditionState = RIDER1 RELOADING_B
  135.  
  136. ;;;;;;Swith to Laser animations Lock :
  137.  
  138. TransitionState = TRANS_Stand TRANS_RIDER2_Stand
  139. Animation = NITHNT_SKL.NITHNT_PBA
  140. AnimationMode = ONCE
  141. AnimationSpeedFactorRange = 1.2 1.2
  142. End
  143.  
  144. TransitionState = TRANS_RIDER2_Stand TRANS_Stand
  145. ShowSubObject = LASER01
  146. Animation = NITHNT_SKL.NITHNT_PBA
  147. AnimationMode = ONCE
  148. AnimationSpeedFactorRange = 1.2 1.2
  149. End
  150.  
  151. ;;;;;;Laser Lock Activated:
  152.  
  153. ConditionState = RIDER2
  154. ShowSubObject = LASER01
  155. IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30
  156. IdleAnimation = NITHNT_SKL.NITHNT_IDA
  157. IdleAnimation = NITHNT_SKL.NITHNT_IDB
  158. AnimationMode = ONCE
  159. AnimationSpeedFactorRange = 0.8 1.2
  160. TransitionKey = TRANS_RIDER2_Stand
  161. WaitForStateToFinishIfPossible = TRANS_RIDER2_START_FIRING
  162. End
  163.  
  164. ConditionState = RIDER2 MOVING
  165. ShowSubObject = LASER01
  166. Animation = NITHNT_SKL.NITHNT_RNA 20
  167. AnimationMode = LOOP
  168. Flags = RANDOMSTART
  169. TransitionKey = Nada
  170. ParticleSysBone = None InfantryDustTrails
  171. WaitForStateToFinishIfPossible = NONE
  172. End
  173. AliasConditionState = RIDER2 MOVING RELOADING_A
  174. AliasConditionState = RIDER2 MOVING RELOADING_C
  175. AliasConditionState = RIDER2 MOVING RELOADING_B
  176.  
  177. ConditionState = RIDER2 FIRING_A
  178. ShowSubObject = LASER01
  179. Animation = NITHNT_SKL.NITHNT_STA
  180. AnimationMode = LOOP
  181. TransitionKey = Nada
  182. WaitForStateToFinishIfPossible = TRANS_RIDER2_START_FIRING
  183. End
  184. AliasConditionState = RIDER2 RELOADING_A
  185. AliasConditionState = RIDER2 BETWEEN_FIRING_SHOTS_A
  186. AliasConditionState = RIDER2 FIRING_B
  187. AliasConditionState = RIDER2 RELOADING_B
  188. AliasConditionState = RIDER2 BETWEEN_FIRING_SHOTS_B
  189. AliasConditionState = RIDER2 FIRING_C
  190. AliasConditionState = RIDER2 RELOADING_C
  191. AliasConditionState = RIDER2 BETWEEN_FIRING_SHOTS_C
  192. AliasConditionState = RIDER2 PREATTACK_A
  193.  
  194. ;Death animations:
  195.  
  196. ConditionState = RIDER1 DYING
  197. Animation = NITHNT_SKL.NITHNT_DTA
  198. Animation = NITHNT_SKL.NITHNT_DTB
  199. AnimationSpeedFactorRange = 0.9 1.25
  200. AnimationMode = ONCE
  201. TransitionKey = TRANS_Dying
  202. WaitForStateToFinishIfPossible = NONE
  203. End
  204. AliasConditionState = RIDER2 DYING
  205.  
  206. TransitionState = TRANS_Dying TRANS_Flailing
  207. Animation = NITHNT_SKL.NITHNT_ADTA1
  208. AnimationMode = ONCE
  209. End
  210.  
  211. ConditionState = RIDER1 DYING EXPLODED_FLAILING
  212. Animation = NITHNT_SKL.NITHNT_ADTA2
  213. AnimationMode = LOOP
  214. TransitionKey = TRANS_Flailing
  215. WaitForStateToFinishIfPossible = NONE
  216. End
  217. AliasConditionState = RIDER2 DYING EXPLODED_FLAILING
  218.  
  219. ConditionState = RIDER1 DYING EXPLODED_BOUNCING
  220. Animation = NITHNT_SKL.NITHNT_ADTA3
  221. AnimationMode = ONCE
  222. TransitionKey = Nada
  223. WaitForStateToFinishIfPossible = NONE
  224. End
  225. AliasConditionState = RIDER2 DYING EXPLODED_BOUNCING
  226.  
  227. ;PARACHUTING ANIMATIONS
  228. ConditionState =RIDER1 FREEFALL
  229. Animation = NITHNT_SKL.NITHNT_PFL
  230. AnimationMode = LOOP
  231. TransitionKey = TRANS_Falling
  232. End
  233. AliasConditionState = RIDER1 FREEFALL DYING
  234. AliasConditionState = RIDER2 FREEFALL
  235. AliasConditionState = RIDER2 FREEFALL DYING
  236.  
  237.  
  238. ConditionState = RIDER1 PARACHUTING
  239. Animation = NITHNT_SKL.NITHNT_PHG
  240. AnimationMode = LOOP
  241. Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
  242. TransitionKey = TRANS_Chute
  243. End
  244. AliasConditionState = RIDER1 PARACHUTING DYING
  245. AliasConditionState = RIDER2 PARACHUTING
  246. AliasConditionState = RIDER2 PARACHUTING DYING
  247.  
  248. TransitionState = TRANS_Falling TRANS_Chute
  249. Animation = NITHNT_SKL.NITHNT_POP
  250. AnimationMode = ONCE
  251. Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
  252. End
  253.  
  254. TransitionState = TRANS_Chute TRANS_Stand
  255. Animation = NITHNT_SKL.NITHNT_PTD
  256. AnimationMode = ONCE
  257. End
  258.  
  259. End
  260.  
  261. ; ***DESIGN parameters ***
  262. DisplayName = OBJECT:MissileTeam
  263. Side = America
  264. EditorSorting = SYSTEM
  265. TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
  266.  
  267. WeaponSet
  268. Conditions = WEAPON_RIDER1
  269. Weapon = PRIMARY MissileDefenderMissileWeapon
  270. Weapon = SECONDARY MissileDefenderMissileAirWeapon
  271. Weapon = TERTIARY MissileDefenderNEWLaserGuidedMissileWeapon
  272. AutoChooseSources = TERTIARY NONE
  273. ShareWeaponReloadTime = Yes
  274. End
  275.  
  276. ; WeaponSet
  277. ; Conditions = WEAPON_RIDER2
  278. ; Weapon = PRIMARY MissileDefenderLaserGuidanceWeapon
  279. ; Weapon = SECONDARY MissileDefenderLaserGuidanceInitialRangeDummyWeapon
  280. ; Weapon = TERTIARY MissileDefenderLaserGuidedMissileWeapon_Dummy
  281. ; AutoChooseSources = TERTIARY NONE
  282. ; End
  283.  
  284. ArmorSet
  285. Conditions = None
  286. Armor = HumanArmor
  287. DamageFX = InfantryDamageFX
  288. End
  289. ArmorSet
  290. Conditions = PLAYER_UPGRADE
  291. Armor = ChemSuitHumanArmor
  292. DamageFX = InfantryDamageFX
  293. End
  294.  
  295. VisionRange = 220
  296. ShroudClearingRange = 220
  297. Prerequisites
  298. Object = AmericaBarracks
  299. End
  300. BuildCost = 300 ;250
  301. BuildTime = 5.0 ;in seconds
  302.  
  303. ExperienceValue = 20 20 40 60 ;Experience point value at each level
  304. ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
  305. IsTrainable = Yes ;Can gain experience
  306. CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
  307.  
  308. ; *** AUDIO Parameters ***
  309. VoiceSelect = MissileDefenderVoiceSelect
  310. VoiceMove = MissileDefenderVoiceMove
  311. VoiceGuard = MissileDefenderVoiceMove
  312. VoiceAttack = MissileDefenderVoiceAttack
  313. VoiceAttackAir = MissileDefenderVoiceAttack
  314. VoiceFear = MissileDefenderVoiceFear
  315.  
  316. UnitSpecificSounds
  317. VoiceGarrison = MissileDefenderVoiceGarrison
  318. VoiceCreate = MissileDefenderVoiceCreate
  319. VoiceEnter = MissileDefenderVoiceMove
  320. VoiceGetHealed = MissileDefenderVoiceMove
  321. End
  322.  
  323. ; *** ENGINEERING Parameters ***
  324. RadarPriority = UNIT
  325. KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY OBSTACLE SCORE ;ATTACK_NEEDS_LINE_OF_SIGHT
  326.  
  327.  
  328. Body = ActiveBody ModuleTag_02
  329. MaxHealth = 100.0
  330. InitialHealth = 100.0
  331. End
  332.  
  333. Behavior = ExperienceScalarUpgrade ModuleTag_03
  334. TriggeredBy = Upgrade_AmericaAdvancedTraining
  335. AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  336. End
  337.  
  338. Behavior = AIUpdateInterface ModuleTag_04
  339. AutoAcquireEnemiesWhenIdle = Yes
  340. MoodAttackCheckRate = 250
  341. End
  342.  
  343. Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba
  344. ScanRate = 1000 ; once a second.
  345. ScanRange = 300 ;
  346. NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
  347. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
  348. End
  349.  
  350. Locomotor = SET_NORMAL MissileDefenderLocomotor
  351.  
  352. Behavior = PhysicsBehavior ModuleTag_06
  353. Mass = 5.0
  354. End
  355.  
  356. Behavior = ArmorUpgrade ModuleTag_Armor01
  357. TriggeredBy = Upgrade_AmericaChemicalSuits
  358. End
  359.  
  360. ; Behavior = AssistedTargetingUpdate ModuleTag_038
  361. ; AssistingClipSize = 1 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon
  362. ; AssistingWeaponSlot = TERTIARY ; And the weapon to use. Should have huge range and no natural clip.
  363. ; End
  364.  
  365. Behavior = SpecialAbility ModuleTag_LaserGuided01
  366. SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
  367. UpdateModuleStartsAttack = Yes
  368. InitiateSound = MissileDefenderVoiceAttackLaser
  369. End
  370. Behavior = SpecialAbilityUpdate ModuleTag_LaserGuided02
  371. SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
  372. StartAbilityRange = 200.0
  373. AbilityAbortRange = 250.0 ;If the target moves outside this range, abort.
  374. PreparationTime = 1000
  375. PersistentPrepTime = 500
  376. SpecialObject = LaserBeam
  377. SpecialObjectAttachToBone = Muzzle
  378. End
  379.  
  380. Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit.
  381. End
  382.  
  383. Behavior = SquishCollide ModuleTag_10
  384. ;nothing
  385. End
  386.  
  387. Behavior = DefaultProductionExitUpdate ModuleTag_AirBorneCallin02
  388. UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
  389. NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0
  390. End
  391.  
  392. ;*************************************
  393. ;******Transformation Code Start******
  394. ;*************************************
  395.  
  396. Behavior = RiderChangeContain ModuleTag_Transform01
  397.  
  398. ;;;;Normal Rank
  399. Rider1 = GenericFakeRider1_Default_Rank RIDER1 WEAPON_RIDER1 STATUS_RIDER1 AmericaInfantryMissileDefenderCommandSet SET_NORMAL
  400. Rider2 = GenericFakeRider2_Default_Rank RIDER2 WEAPON_RIDER2 STATUS_RIDER2 AmericaInfantryMissileDefenderCommandSet SET_NORMAL
  401.  
  402. ;;;;We only use this for a split second and then never again
  403. Rider3 = AmericaBasicInfantryFakeRider RIDER1 WEAPON_RIDER1 STATUS_RIDER1 AmericaInfantryMissileDefenderCommandSet SET_NORMAL
  404.  
  405. ;Standard TransportContain stuff
  406. Slots = 1
  407. InitialPayload = AmericaBasicInfantryFakeRider 1
  408. DamagePercentToUnits = 100%
  409. BurnedDeathToUnits = No
  410. AllowInsideKindOf = CAN_ATTACK
  411. ScuttleDelay = 100
  412. ScuttleStatus = TOPPLED
  413. End
  414.  
  415. ; Behavior = GrantUpgradeCreate ModuleTag_Transform02
  416. ; UpgradeToGrant = Upgrade_GLAWorkerRealCommandSet
  417. ; End
  418.  
  419. ; Behavior = ProductionUpdate ModuleTag_Transform03
  420. ; MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  421. ; End
  422.  
  423. ; ;Primary Unit Mode Triggers
  424.  
  425. ; Behavior = FireWeaponCollide ModuleTag_Transform05
  426. ; CollideWeapon = MissileDefenderSwitchToStandardMode
  427. ; RequiredStatus = STATUS_RIDER2 HIJACKED
  428. ; End
  429.  
  430. ; Behavior = ObjectCreationUpgrade ModuleTag_Transform06
  431. ; UpgradeObject = OCL_GrenadierHEGrenadeMode
  432. ; TriggeredBy = Upgrade_GLAWorkerRealCommandSet
  433. ; End
  434.  
  435. ; Behavior = StatusBitsUpgrade ModuleTag_Transform07
  436. ; TriggeredBy = Upgrade_GLAWorkerRealCommandSet
  437. ; StatusToSet = HIJACKED
  438. ; StatusToClear = REPULSOR
  439. ; End
  440.  
  441. ; ;Secondary Unit Mode Triggers
  442.  
  443. ; Behavior = FireWeaponCollide ModuleTag_Transform08
  444. ; CollideWeapon = MissileDefenderSwitchToLaserlockMode
  445. ; RequiredStatus = STATUS_RIDER1 REPULSOR
  446. ; End
  447.  
  448. ; Behavior = ObjectCreationUpgrade ModuleTag_Transform09
  449. ; UpgradeObject = OCL_GrenadierAirburtGrenadeMode
  450. ; TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
  451. ; End
  452.  
  453. ; Behavior = StatusBitsUpgrade ModuleTag_Transform10
  454. ; TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
  455. ; StatusToSet = REPULSOR
  456. ; StatusToClear = HIJACKED
  457. ; End
  458.  
  459. ;************************************
  460. ;******Transformation Code End*******
  461. ;************************************
  462.  
  463. ; --- begin Death modules ---
  464. Behavior = SlowDeathBehavior ModuleTag_Death01
  465. 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
  466. SinkDelay = 3000
  467. SinkRate = 0.5 ; in Dist/Sec
  468. DestructionDelay = 8000
  469. FX = INITIAL FX_MissileDefenderDie
  470. End
  471. Behavior = SlowDeathBehavior ModuleTag_Death02
  472. DeathTypes = NONE +CRUSHED +SPLATTED
  473. SinkDelay = 3000
  474. SinkRate = 0.5 ; in Dist/Sec
  475. DestructionDelay = 8000
  476. FX = INITIAL FX_GIDieCrushed
  477. End
  478. Behavior = SlowDeathBehavior ModuleTag_Death03
  479. DeathTypes = NONE +EXPLODED
  480. DestructionDelay = 0
  481. FX = INITIAL FX_MissileDefenderDie
  482. OCL = INITIAL OCL_AmericaExplodedDeathMissileDefender
  483. End
  484. Behavior = SlowDeathBehavior ModuleTag_Death04
  485. DeathTypes = NONE +BURNED
  486. DestructionDelay = 0
  487. FX = INITIAL FX_DieByFireUSA
  488. OCL = INITIAL OCL_FlamingInfantry
  489. End
  490. Behavior = SlowDeathBehavior ModuleTag_Death05
  491. DeathTypes = NONE +POISONED
  492. DestructionDelay = 0
  493. FX = INITIAL FX_DieByToxinUSA
  494. OCL = INITIAL OCL_ToxicInfantry
  495. End
  496. Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
  497. DeathTypes = NONE +POISONED_BETA
  498. DestructionDelay = 0
  499. FX = INITIAL FX_DieByToxinUSA
  500. OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  501. End
  502. Behavior = SlowDeathBehavior ModuleTag_Death07
  503. DeathTypes = NONE +POISONED_GAMMA
  504. DestructionDelay = 0
  505. FX = INITIAL FX_DieByFireUSA
  506. OCL = INITIAL OCL_TeslaDeathInfantry
  507. FX = FINAL FX_IfantryTeslaDie
  508. End
  509. Behavior = SlowDeathBehavior ModuleTag_Death08 ;new and shiney microwave death effect
  510. DeathTypes = NONE +EXTRA_2
  511. DestructionDelay = 0
  512. FX = INITIAL FX_DieByFireUSA
  513. OCL = INITIAL OCL_MicrowavedInfantry
  514. End
  515. Behavior = SlowDeathBehavior ModuleTag_Death09
  516. DeathTypes = NONE +EXTRA_3
  517. DestructionDelay = 0
  518. FX = INITIAL FX_DieByToxinUSA
  519. OCL = INITIAL OCL_ViralInfantryDeath
  520. End
  521. Behavior = SlowDeathBehavior ModuleTag_Death045 ;Brutal kill with lots of blood and no death scream
  522. DeathTypes = NONE +EXTRA_4
  523. SinkDelay = 3000
  524. SinkRate = 0.5 ; in Dist/Sec
  525. DestructionDelay = 8000
  526. OCL = INITIAL OCL_BrutalBloodyDeathBits
  527. FX = INITIAL FX_InfantryGoreExplosion
  528. End
  529. Behavior = SlowDeathBehavior ModuleTag_036 ;Gore death explosion
  530. DeathTypes = NONE +EXTRA_5
  531. ProbabilityModifier = 30
  532. DestructionDelay = 0
  533. OCL = INITIAL OCL_BloodyGoreExplosion
  534. FX = FINAL FX_InfantryGoreExplosion
  535. End
  536. Behavior = SlowDeathBehavior ModuleTag_Death0323
  537. DeathTypes = NONE +EXTRA_5
  538. ProbabilityModifier = 70
  539. DestructionDelay = 0
  540. FX = INITIAL FX_MissileDefenderDie
  541. OCL = INITIAL OCL_BrutalBloodyDeathBits
  542. OCL = FINAL OCL_AmericaExplodedDeathMissileDefender
  543. End
  544. Behavior = SlowDeathBehavior ModuleTag_03241156 ;Radiation Melt
  545. DeathTypes = NONE +EXTRA_6
  546. DestructionDelay = 0
  547. OCL = INITIAL OCL_RadiationDeathInfantry
  548. FX = INITIAL FX_GIDieRadiation
  549. FX = FINAL FX_DieByToxinUSA
  550. End
  551. Behavior = SlowDeathBehavior ModuleTag_0323241156 ;Radiation Melt
  552. DeathTypes = NONE +EXTRA_7
  553. DestructionDelay = 0
  554. OCL = INITIAL OCL_NeutronRadiationDeathInfantry
  555. FX = INITIAL FX_GIDieRadiation
  556. FX = FINAL FX_DieByToxinUSA
  557. End
  558. Behavior = SlowDeathBehavior ModuleTag_03231 ;Cryogenic Freeze death
  559. DeathTypes = NONE +LASERED
  560. DestructionDelay = 0
  561. FX = INITIAL FX_GIDieCryoFreeze
  562. OCL = INITIAL OCL_CrygenicDeathInfantry
  563. End
  564. Behavior = SlowDeathBehavior ModuleTag_Surrender_Death
  565. DeathTypes = NONE +EXTRA_8
  566. DestructionDelay = 0
  567. FX = INITIAL FX_MissileDefenderSurrender
  568. OCL = INITIAL OCL_MissileDefenderSurrendering
  569. End
  570. ; --- end Death modules ---
  571.  
  572. Behavior = PoisonedBehavior ModuleTag_13
  573. PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
  574. PoisonDuration = 3000 ; ... for this long after last hit by poison damage
  575. End
  576.  
  577. Geometry = CYLINDER
  578. GeometryMajorRadius = 7.0
  579. GeometryMinorRadius = 7.0
  580. GeometryHeight = 12.0
  581. GeometryIsSmall = Yes
  582. Shadow = SHADOW_DECAL
  583. ShadowSizeX = 14;
  584. ShadowSizeY = 14;
  585. ShadowTexture = ShadowI;
  586. BuildCompletion = APPEARS_AT_RALLY_POINT
  587.  
  588. End
  589.  
  590. ;------------------------------------------------------------------------------
  591. Object AmericaInfantryyMissileDefenderSurrenderCrate
  592.  
  593. ; *** ART Parameters ***
  594. SelectPortrait = SARanger_L
  595. ButtonImage = SARanger
  596.  
  597. Draw = W3DModelDraw ModuleTag_01
  598.  
  599. OkToChangeModelColor = Yes
  600.  
  601. ; --- Idle
  602. DefaultConditionState
  603. Model = AIMslDfr_SKN
  604. Animation = NITHNT_SKL.NITHNT_SUR
  605. HideSubObject = LASER01
  606. AnimationMode = ONCE
  607. TransitionKey = TRANS_SURRENDERING
  608. End
  609. ConditionState = LOADED
  610. Animation = NITHNT_SKL.NITHNT_SST
  611. AnimationMode = LOOP
  612. WaitForStateToFinishIfPossible = TRANS_SURRENDERING
  613. End
  614.  
  615. ; --- dying anims
  616. ConditionState = RUBBLE
  617. Animation = NITHNT_SKL.NITHNT_DTA
  618. Animation = NITHNT_SKL.NITHNT_DTB
  619. AnimationMode = ONCE
  620. TransitionKey = None
  621. AnimationSpeedFactorRange = 1.5 2.0
  622. End
  623.  
  624. End
  625.  
  626. Draw = W3DModelDraw ModuleTag_SurrenderFlag01
  627. DefaultConditionState
  628. Model = EXSurndr_B
  629. Animation = EXSurndr_B.EXSurndr_B
  630. AnimationMode = ONCE
  631. HideSubObject = FLAG
  632. TransitionKey = TRANS_SURRENDERING
  633. End
  634. ConditionState = LOADED
  635. ShowSubObject = FLAG
  636. WaitForStateToFinishIfPossible = TRANS_SURRENDERING
  637. End
  638. ConditionState = RUBBLE
  639. Animation = NONE
  640. End
  641. End
  642.  
  643. ; ***DESIGN parameters ***
  644. Side = America
  645. EditorSorting = SYSTEM
  646.  
  647. WeaponSet
  648. Conditions = None
  649. Weapon = SECONDARY SuicideUnresistableWeapon
  650. End
  651.  
  652. ArmorSet
  653. Conditions = None
  654. Armor = POWArmor
  655. DamageFX = InfantryDamageFX
  656. End
  657.  
  658. ExperienceValue = 0 0 0 0
  659. ExperienceRequired = 0 0 0 0
  660. IsTrainable = Yes
  661. CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
  662.  
  663. ; *** ENGINEERING Parameters ***
  664. KindOf = INFANTRY UNATTACKABLE CAN_ATTACK
  665.  
  666. Body = ActiveBody ModuleTag_03
  667. MaxHealth = 100.0
  668. InitialHealth = 10.0
  669. End
  670.  
  671. Behavior = AIUpdateInterface ModuleTag_03232
  672. End
  673.  
  674. Behavior = OCLUpdate ModuleTag_ReviveTrigger01
  675. MinDelay = 30000
  676. MaxDelay = 33000
  677. OCL = OCL_CreateRealFortress
  678. End
  679.  
  680. Behavior = UnitCrateCollide ModuleTag_02
  681. UnitCount = 1
  682. UnitName = AmericanCIAInteligenceObject
  683. RequiredKindOf = CAN_RAPPEL ;Rangers only
  684. HumanOnly = No
  685. BuildingPickup = No
  686. PickupScience = SCIENCE_CapturePrisoners ;Requires the rangers to have this upgrade
  687. ForbidOwnerPlayer = Yes
  688. ExecuteFX = FX_PrisonerCratePickup
  689. ExecuteAnimation = PrisonerCaptured
  690. ExecuteAnimationTime = 4.0 ; In seconds
  691. ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
  692. ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
  693. End
  694.  
  695. Behavior = TransportContain ModuleTag_Loaded01
  696. Slots = 1
  697. InitialPayload = GenericFakeRider1_Default_Rank 1
  698. AllowInsideKindOf = NO_COLLIDE
  699. End
  700.  
  701. Behavior = SquishCollide ModuleTag_Crush01
  702. End
  703.  
  704. ; --- begin Death modules ---
  705.  
  706. Behavior = SlowDeathBehavior ModuleTag_Revive01
  707. DeathTypes = NONE +SUICIDED
  708. DestructionDelay = 0
  709. End
  710. Behavior = CreateObjectDie ModuleTag_Revive02
  711. DeathTypes = NONE +SUICIDED
  712. CreationList = OCL_SurrenderedMissileDefenderRevive
  713. TransferPreviousHealth = Yes
  714. End
  715.  
  716. Behavior = SlowDeathBehavior ModuleTag_Death01
  717. 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
  718. SinkDelay = 3000
  719. SinkRate = 0.5 ; in Dist/Sec
  720. DestructionDelay = 8000
  721. FX = INITIAL FX_MissileDefenderDie
  722. End
  723. Behavior = SlowDeathBehavior ModuleTag_Death02
  724. DeathTypes = NONE +CRUSHED +SPLATTED
  725. SinkDelay = 3000
  726. SinkRate = 0.5 ; in Dist/Sec
  727. DestructionDelay = 8000
  728. FX = INITIAL FX_GIDieCrushed
  729. End
  730. Behavior = SlowDeathBehavior ModuleTag_Death03
  731. DeathTypes = NONE +EXPLODED
  732. DestructionDelay = 0
  733. FX = INITIAL FX_MissileDefenderDie
  734. OCL = INITIAL OCL_AmericaExplodedDeathMissileDefender
  735. End
  736. Behavior = SlowDeathBehavior ModuleTag_Death04
  737. DeathTypes = NONE +BURNED
  738. DestructionDelay = 0
  739. FX = INITIAL FX_DieByFireUSA
  740. OCL = INITIAL OCL_FlamingInfantry
  741. End
  742. Behavior = SlowDeathBehavior ModuleTag_Death05
  743. DeathTypes = NONE +POISONED
  744. DestructionDelay = 0
  745. FX = INITIAL FX_DieByToxinUSA
  746. OCL = INITIAL OCL_ToxicInfantry
  747. End
  748. Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
  749. DeathTypes = NONE +POISONED_BETA
  750. DestructionDelay = 0
  751. FX = INITIAL FX_DieByToxinUSA
  752. OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  753. End
  754. Behavior = SlowDeathBehavior ModuleTag_Death07
  755. DeathTypes = NONE +POISONED_GAMMA
  756. DestructionDelay = 0
  757. FX = INITIAL FX_DieByFireUSA
  758. OCL = INITIAL OCL_TeslaDeathInfantry
  759. FX = FINAL FX_IfantryTeslaDie
  760. End
  761. Behavior = SlowDeathBehavior ModuleTag_Death08 ;new and shiney microwave death effect
  762. DeathTypes = NONE +EXTRA_2
  763. DestructionDelay = 0
  764. FX = INITIAL FX_DieByFireUSA
  765. OCL = INITIAL OCL_MicrowavedInfantry
  766. End
  767. Behavior = SlowDeathBehavior ModuleTag_Death09
  768. DeathTypes = NONE +EXTRA_3
  769. DestructionDelay = 0
  770. FX = INITIAL FX_DieByToxinUSA
  771. OCL = INITIAL OCL_ViralInfantryDeath
  772. End
  773. Behavior = SlowDeathBehavior ModuleTag_Death045 ;Brutal kill with lots of blood and no death scream
  774. DeathTypes = NONE +EXTRA_4
  775. SinkDelay = 3000
  776. SinkRate = 0.5 ; in Dist/Sec
  777. DestructionDelay = 8000
  778. OCL = INITIAL OCL_BrutalBloodyDeathBits
  779. FX = INITIAL FX_InfantryGoreExplosion
  780. End
  781. Behavior = SlowDeathBehavior ModuleTag_036 ;Gore death explosion
  782. DeathTypes = NONE +EXTRA_5
  783. ProbabilityModifier = 30
  784. DestructionDelay = 0
  785. OCL = INITIAL OCL_BloodyGoreExplosion
  786. FX = FINAL FX_InfantryGoreExplosion
  787. End
  788. Behavior = SlowDeathBehavior ModuleTag_Death0323
  789. DeathTypes = NONE +EXTRA_5
  790. ProbabilityModifier = 70
  791. DestructionDelay = 0
  792. FX = INITIAL FX_MissileDefenderDie
  793. OCL = INITIAL OCL_BrutalBloodyDeathBits
  794. OCL = FINAL OCL_AmericaExplodedDeathMissileDefender
  795. End
  796. Behavior = SlowDeathBehavior ModuleTag_03241156 ;Radiation Melt
  797. DeathTypes = NONE +EXTRA_6
  798. DestructionDelay = 0
  799. OCL = INITIAL OCL_RadiationDeathInfantry
  800. FX = INITIAL FX_GIDieRadiation
  801. FX = FINAL FX_DieByToxinUSA
  802. End
  803. Behavior = SlowDeathBehavior ModuleTag_0323241156 ;Radiation Melt
  804. DeathTypes = NONE +EXTRA_7
  805. DestructionDelay = 0
  806. OCL = INITIAL OCL_NeutronRadiationDeathInfantry
  807. FX = INITIAL FX_GIDieRadiation
  808. FX = FINAL FX_DieByToxinUSA
  809. End
  810. Behavior = SlowDeathBehavior ModuleTag_03231 ;Cryogenic Freeze death
  811. DeathTypes = NONE +LASERED
  812. DestructionDelay = 0
  813. FX = INITIAL FX_GIDieCryoFreeze
  814. OCL = INITIAL OCL_CrygenicDeathInfantry
  815. End
  816. ; --- end Death modules ---
  817.  
  818. Geometry = BOX
  819. GeometryMajorRadius = 5.0
  820. GeometryMinorRadius = 5.0
  821. GeometryHeight = 7.0
  822. GeometryIsSmall = Yes
  823. Shadow = SHADOW_DECAL
  824. ShadowSizeX = 18;
  825. ShadowSizeY = 18;
  826. ShadowTexture = EXPowDcl;
  827.  
  828. End
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