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- ;### KING TRUCKS ###
- ;### Made by AGX750 ###
- ;### Version 1.2.1 ###
- ;------------------------------------------------------------------------------
- ; This map.ini has no custom units (new objects) and no map.str (so no fancy names)... it's an old one okay? :P
- ;------------------------------------------------------------------------------
- Weapon GrandExplosion
- PrimaryDamage = 999999999.0 ; NOW THAT'S A LOT OF DAMAGE!
- PrimaryDamageRadius = 999999999.0 ; <-- OVER 9000!
- SecondaryDamage = 999999999.0
- SecondaryDamageRadius = 999999999.0
- DamageType = EXPLOSION
- DeathType = EXPLODED
- ProjectileObject = NONE
- RadiusDamageAffects = SELF ALLIES
- DelayBetweenShots = 0 ; time between shots, msec
- ClipSize = 1 ; how many shots in a Clip (0 == infinite)
- ClipReloadTime = 0 ; how long to reload a Clip, msec
- AutoReloadsClip = No
- AntiGround = Yes
- DamageDealtAtSelfPosition = Yes
- ShockWaveAmount = 500.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect.
- ShockWaveRadius = 400.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
- ShockWaveTaperOff = 0.66 ; 0.66 means at the shockwave edge, the shockwave amount is 66%.
- FireFX = WeaponFX_MOAB_Blast
- End
- Weapon KingTruckTaunt
- FireFX = CINE_WeaponFX_CruiseMissile
- ClipSize = 1
- AutoReloadsClip = No ; Remove me to start a party!
- End
- ;Weapon KingTruckRepair
- ; PrimaryDamage = 300.0
- ; PrimaryDamageRadius = 0.01
- ; DamageType = HEALING
- ; DamageDealtAtSelfPosition = Yes
- ; RadiusDamageAffects = SELF ALLIES
- ; FireFX = CINE_WeaponFX_CruiseMissile
- ; ClipSize = 1
- ; AutoReloadsClip = No
- ;End
- ;------------------------------------------------------------------------------
- Armor KingArmor
- Armor = CRUSH 50%
- Armor = SMALL_ARMS 50%
- Armor = GATTLING 50% ;resistant to gattling tank
- Armor = COMANCHE_VULCAN 50%
- Armor = INFANTRY_MISSILE 50%
- Armor = POISON 50%
- Armor = MICROWAVE 0%
- Armor = SNIPER 0%
- Armor = MELEE 0% ;trucks don't generally take much damage other than paint damage from MELEE weapons
- Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
- Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
- Armor = KILL_PILOT 0% ;Sry Mr.Kell...
- Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
- Armor = LAND_MINE 100% ;THE KING is NOT immune to land mines mah boi!
- Armor = SUBDUAL_MISSILE 0%
- Armor = SUBDUAL_VEHICLE 100%
- Armor = SUBDUAL_BUILDING 0%
- End
- ;------------------------------------------------------------------------------
- ;King Trucks: "I wonder what's for Dinner?"
- Object AmericaVehiclePOWTruck ;USA King
- ; *** ART Parameters ***
- SelectPortrait = Rank_General_USA ;SAPowTruck_L
- ButtonImage = Rank_General_USA ;SAPowTruck
- AddModule
- Draw = W3DTruckDraw ModuleTag_RadarVan
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVRadarVan
- Animation = UVRadarVan.UVRadarVan
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = REALLYDAMAGED
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = RUBBLE
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- End
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = KingTruckVoiceSelect
- VoiceMove = KingTruckVoiceMove
- VoiceGuard = KingTruckVoiceMove
- SoundEnter = NoSound
- SoundExit = NoSound
- SoundStealthOff = KingTruckSpotted
- UnitSpecificSounds
- VoiceCreate = KingTruckVoiceSelect
- TurretMoveLoop = NoSound
- SoundMoveStart = POWTruckUSAMoveStart
- SoundMoveStartDamaged = POWTruckUSAMoveStart
- SoundEject = NoSound
- VoiceEject = NoSound
- VoiceCrush = KingTruckVoiceMove
- TruckLandingSound = RocketBuggyLand
- TruckPowerslideSound = POWTruckUSAMoveStart
- VoiceEnter = KingTruckVoiceMove
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:CommandCenter
- RadarPriority = LOCAL_UNIT_ONLY
- TransportSlotCount = 0
- KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE CANNOT_RETALIATE MP_COUNT_FOR_VICTORY IGNORES_SELECT_ALL IMMUNE_TO_CAPTURE EMP_HARDENED SALVAGER DISGUISER AIRCRAFT AIRCRAFT_CARRIER HERO ;Added the AIRCRAFT tag to be immune to neutron shells (changing armor doesn't work)...
- CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
- CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- ArmorSet
- Conditions = None
- Armor = KingArmor
- DamageFX = TruckDamageFX
- End
- IsTrainable = No
- VisionRange = 200
- ShroudClearingRange = 500
- ExperienceValue = 2500 2500 2500 2500 ;Experience point value at each level
- AddModule
- Behavior = FireWeaponWhenDeadBehavior ModuleTag_BigBoom
- DeathWeapon = GrandExplosion
- StartsActive = Yes
- End
- End
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 5000.0
- InitialHealth = 5000.0
- End
- End
- WeaponSet
- Conditions = WEAPON_RIDER1
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER2
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER3
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER4
- Weapon = PRIMARY NONE
- End
- Locomotor = SET_NORMAL CINE_U04_B52Locomotor_HIGH
- Locomotor = SET_SLUGGISH CINE_U04_B52Locomotor_MEDIUM
- Locomotor = SET_PANIC CINE_U04_B52Locomotor_LOW
- Locomotor = SET_TAXIING CINE_USA08_ComancheLocomotor
- AddModule
- Behavior = RiderChangeContain ModuleTag_ChangeMotor
- Rider1 = GC_Chem_PoisonFieldGammaLarge RIDER1 WEAPON_RIDER1 STATUS_RIDER1 KingTruckOneCommandSet SET_NORMAL
- Rider2 = GC_Chem_PoisonFieldGammaMedium RIDER2 WEAPON_RIDER2 STATUS_RIDER2 KingTruckTwoCommandSet SET_SLUGGISH
- Rider3 = GC_Chem_PoisonFieldGammaSmall RIDER3 WEAPON_RIDER3 STATUS_RIDER3 KingTruckThreeCommandSet SET_PANIC
- Rider4 = GC_Slth_JarmenKellBullet RIDER4 WEAPON_RIDER4 STATUS_RIDER4 KingTruckFourCommandSetUSA SET_TAXIING
- Slots = 1
- InitialPayload = GC_Slth_JarmenKellBullet 1
- ScatterNearbyOnExit = No
- HealthRegen%PerSec = 0
- DamagePercentToUnits = 100%
- BurnedDeathToUnits = No
- AllowInsideKindOf = PORTABLE_STRUCTURE
- ForbidInsideKindOf = INFANTRY
- ExitDelay = 1
- NumberOfExitPaths = 1
- GoAggressiveOnExit = No
- DoorOpenTime = 0
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorOne
- SpecialPowerTemplate = SuperweaponNapalmStrike
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush1
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorTwo
- SpecialPowerTemplate = SuperweaponTerrorCell
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush2
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorThree
- SpecialPowerTemplate = SuperweaponCrateDrop
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush3
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorFour
- SpecialPowerTemplate = Demo_SpecialAbilityBattleBusDemoTrapRollout
- OCL = SUPERWEAPON_BlackMarketNuke
- End
- End
- AddModule
- Behavior = SpecialAbility ModuleTag_Disguise
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- UpdateModuleStartsAttack = Yes
- InitiateSound = KingTruckDisguise
- End
- End
- AddModule
- Behavior = SpecialAbilityUpdate ModuleTag_As
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- StartAbilityRange = 1000000.0
- ApproachRequiresLOS = No
- End
- End
- AddModule
- Behavior = StealthUpdate ModuleTag_Vehicle
- UseRiderStealth = No ;Sadly :c
- StealthDelay = 1
- DisguisesAsTeam = Yes
- RevealDistanceFromTarget = 100.0f
- OrderIdleEnemiesToAttackMeUponReveal = Yes
- DisguiseFX = FX_BombTruckDisguise
- DisguiseRevealFX = FX_BombTruckDisguiseReveal
- InnateStealth = Yes
- DisguiseTransitionTime = 2000
- DisguiseRevealTransitionTime = 1000
- End
- End
- AddModule
- Behavior = ProductionUpdate ModuleTag_LetsBuildStuff
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_LetsSpawnStuff
- UnitCreatePoint = X:-25.0 Y:0.0 Z:0.0
- NaturalRallyPoint = X:-25.0 Y:0.0 Z:0.0
- End
- End
- AddModule
- Behavior = ObjectCreationUpgrade ModuleTag_Horn
- UpgradeObject = GC_Chem_OCL_ToxicInfantryGamma
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- AddModule
- Behavior = AutoHealBehavior ModuleTag_INeedHealing
- HealingAmount = 300
- HealingDelay = 3000 ; msec
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- ReplaceModule ModuleTag_06
- Behavior = SlowDeathBehavior ModuleTag_06_Override
- DeathTypes = ALL
- ProbabilityModifier = 25
- DestructionDelay = 1
- FX = FINAL WeaponFX_CINEConvoyNuke
- OCL = FINAL OCL_CINE_EjectPilotViaParachute
- End
- End
- RemoveModule ModuleTag_07
- RemoveModule ModuleTag_10
- Geometry = BOX
- GeometryMajorRadius = 15.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 13.5
- GeometryIsSmall = Yes
- Shadow = SHADOW_VOLUME
- End
- ;------------------------------------------------------------------------------
- Object CINE_ChinaVehicleTroopCrawlerEmpty ;China King
- ; *** ART Parameters ***
- SelectPortrait = Rank_General_China ;SNPOWTruck_L
- ButtonImage = Rank_General_China ;SNPOWTruck
- RemoveModule ModuleTag_01
- AddModule
- Draw = W3DTruckDraw ModuleTag_01
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = NVPOWTrck
- End
- ConditionState = REALLYDAMAGED
- Model = NVPOWTrck_D
- End
- ConditionState = RUBBLE
- Model = NVPOWTrck_D
- End
- TrackMarks = EXTireTrack.tga
- Dust = RocketBuggyDust
- DirtSpray = RocketBuggyDirtSpray
- PowerslideSpray = RocketBuggyDirtPowerSlide
- LeftFrontTireBone = Tire01
- RightFrontTireBone = Tire02
- MidLeftRearTireBone = Tire03
- MidRightRearTireBone = Tire05
- LeftRearTireBone = Tire04
- RightRearTireBone = Tire06
- TireRotationMultiplier = 0.2 ; this * speed = rotation.
- PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
- End
- End
- AddModule
- Draw = W3DTruckDraw ModuleTag_RadarVan
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVRadarVan
- Animation = UVRadarVan.UVRadarVan
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = REALLYDAMAGED
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = RUBBLE
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- End
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = KingTruckVoiceSelect
- VoiceMove = KingTruckVoiceMove
- VoiceGuard = KingTruckVoiceMove
- SoundEnter = NONE
- SoundExit = NONE
- SoundStealthOff = KingTruckSpotted
- UnitSpecificSounds
- VoiceCreate = KingTruckVoiceSelect
- TurretMoveLoop = TurretMoveLoop
- SoundMoveStart = POWTruckUSAMoveStart
- SoundMoveStartDamaged = POWTruckUSAMoveStart
- SoundEject = NONE
- VoiceEject = NONE
- VoiceCrush = KingTruckVoiceMove
- TruckLandingSound = RocketBuggyLand
- TruckPowerslideSound = POWTruckUSAMoveStart
- VoiceEnter = KingTruckVoiceMove
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:CommandCenter
- RadarPriority = LOCAL_UNIT_ONLY
- TransportSlotCount = 0
- KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE CANNOT_RETALIATE MP_COUNT_FOR_VICTORY IGNORES_SELECT_ALL IMMUNE_TO_CAPTURE EMP_HARDENED SALVAGER DISGUISER AIRCRAFT AIRCRAFT_CARRIER HERO ;STRUCTURE
- CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
- CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- ArmorSet
- Conditions = None
- Armor = KingArmor
- DamageFX = TruckDamageFX
- End
- Prerequisites
- End
- Buildable = No
- BuildCost = 0
- IsTrainable = No
- VisionRange = 200
- ShroudClearingRange = 500
- ExperienceValue = 2500 2500 2500 2500 ;Experience point value at each level
- AddModule
- Behavior = FireWeaponWhenDeadBehavior ModuleTag_BigBoom
- DeathWeapon = GrandExplosion
- StartsActive = Yes
- End
- End
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 5000.0
- InitialHealth = 5000.0
- End
- End
- ReplaceModule ModuleTag_03
- Behavior = AIUpdateInterface ModuleTag_03_Override
- ; no data
- End
- End
- WeaponSet
- Conditions = WEAPON_RIDER1
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER2
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER3
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER4
- Weapon = PRIMARY NONE
- End
- Locomotor = SET_NORMAL CINE_U04_B52Locomotor_HIGH
- Locomotor = SET_SLUGGISH CINE_U04_B52Locomotor_MEDIUM
- Locomotor = SET_PANIC CINE_U04_B52Locomotor_LOW
- Locomotor = SET_TAXIING CINE_USA08_ComancheLocomotor
- AddModule
- Behavior = RiderChangeContain ModuleTag_ChangeMotor
- Rider1 = GC_Chem_PoisonFieldGammaLarge RIDER1 WEAPON_RIDER1 STATUS_RIDER1 KingTruckOneCommandSet SET_NORMAL
- Rider2 = GC_Chem_PoisonFieldGammaMedium RIDER2 WEAPON_RIDER2 STATUS_RIDER2 KingTruckTwoCommandSet SET_SLUGGISH
- Rider3 = GC_Chem_PoisonFieldGammaSmall RIDER3 WEAPON_RIDER3 STATUS_RIDER3 KingTruckThreeCommandSet SET_PANIC
- Rider4 = GC_Slth_JarmenKellBullet RIDER4 WEAPON_RIDER4 STATUS_RIDER4 KingTruckFourCommandSetChina SET_TAXIING
- Slots = 1
- InitialPayload = GC_Slth_JarmenKellBullet 1
- ScatterNearbyOnExit = No
- HealthRegen%PerSec = 0
- DamagePercentToUnits = 100%
- BurnedDeathToUnits = No
- AllowInsideKindOf = PORTABLE_STRUCTURE
- ForbidInsideKindOf = INFANTRY
- ExitDelay = 1
- NumberOfExitPaths = 1
- GoAggressiveOnExit = No
- DoorOpenTime = 0
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorOne
- SpecialPowerTemplate = SuperweaponNapalmStrike
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush1
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorTwo
- SpecialPowerTemplate = SuperweaponTerrorCell
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush2
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorThree
- SpecialPowerTemplate = SuperweaponCrateDrop
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush3
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorFour
- SpecialPowerTemplate = Demo_SpecialAbilityBattleBusDemoTrapRollout
- OCL = SUPERWEAPON_BlackMarketNuke
- End
- End
- AddModule
- Behavior = SpecialAbility ModuleTag_Disguise
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- UpdateModuleStartsAttack = Yes
- InitiateSound = KingTruckDisguise
- End
- End
- AddModule
- Behavior = SpecialAbilityUpdate ModuleTag_As
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- StartAbilityRange = 1000000.0
- ApproachRequiresLOS = No
- End
- End
- AddModule
- Behavior = StealthUpdate ModuleTag_Vehicle
- UseRiderStealth = No ;Sadly :c
- StealthDelay = 1
- DisguisesAsTeam = Yes
- RevealDistanceFromTarget = 100.0f
- OrderIdleEnemiesToAttackMeUponReveal = Yes
- DisguiseFX = FX_BombTruckDisguise
- DisguiseRevealFX = FX_BombTruckDisguiseReveal
- InnateStealth = Yes
- DisguiseTransitionTime = 2000
- DisguiseRevealTransitionTime = 1000
- End
- End
- AddModule
- Behavior = ProductionUpdate ModuleTag_LetsBuildStuff
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_LetsSpawnStuff
- UnitCreatePoint = X:-20.0 Y:0.0 Z:0.0
- NaturalRallyPoint = X:-20.0 Y:0.0 Z:0.0
- End
- End
- AddModule
- Behavior = ObjectCreationUpgrade ModuleTag_Horn
- UpgradeObject = GC_Chem_OCL_ToxicInfantryGamma
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- AddModule
- Behavior = AutoHealBehavior ModuleTag_INeedHealing
- HealingAmount = 300
- HealingDelay = 3000 ; msec
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- ReplaceModule ModuleTag_05
- Behavior = SlowDeathBehavior ModuleTag_05_Override
- DeathTypes = ALL
- ProbabilityModifier = 25
- DestructionDelay = 1
- FX = FINAL WeaponFX_CINEConvoyNuke
- OCL = FINAL OCL_CINE_EjectPilotViaParachute
- End
- End
- RemoveModule ModuleTag_06
- RemoveModule ModuleTag_07
- RemoveModule ModuleTag_08
- ;Scale = 1.025
- Geometry = BOX
- GeometryMajorRadius = 15.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 13.5
- GeometryIsSmall = Yes
- Shadow = SHADOW_VOLUME
- End
- ;----------------------------------------------------------------------------
- Object GLAVehicleBattleBusHighDef ;GLA King
- ; *** ART Parameters ***
- SelectPortrait = Rank_General_GLA ;SUPOWTruck_L
- ButtonImage = Rank_General_GLA ;SUPOWTruck
- UpgradeCameo1 = NONE
- ReplaceModule ModuleTag_01
- Draw = W3DTruckDraw ModuleTag_01_Override
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVPOWTruck
- HideSubObject = Turret
- End
- ConditionState = REALLYDAMAGED
- Model = UVPOWTruck_D
- HideSubObject = Turret
- End
- ConditionState = RUBBLE
- Model = UVPOWTruck_D
- HideSubObject = Turret
- End
- TrackMarks = EXTireTrack.tga
- Dust = RocketBuggyDust
- DirtSpray = RocketBuggyDirtSpray
- PowerslideSpray = RocketBuggyDirtPowerSlide
- LeftFrontTireBone = Tire01
- RightFrontTireBone = Tire02
- MidLeftRearTireBone = Tire03
- MidRightRearTireBone = Tire05
- LeftRearTireBone = Tire04
- RightRearTireBone = Tire06
- TireRotationMultiplier = 0.2 ; this * speed = rotation.
- PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
- End
- End
- AddModule
- Draw = W3DTruckDraw ModuleTag_RadarVan
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVRadarVan
- Animation = UVRadarVan.UVRadarVan
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = REALLYDAMAGED
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = RUBBLE
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- End
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = KingTruckVoiceSelect
- VoiceMove = KingTruckVoiceMove
- VoiceGuard = KingTruckVoiceMove
- SoundEnter = NONE
- SoundExit = NONE
- SoundStealthOff = KingTruckSpotted
- UnitSpecificSounds
- VoiceCreate = KingTruckVoiceSelect
- TurretMoveLoop = TurretMoveLoop
- SoundMoveStart = POWTruckUSAMoveStart
- SoundMoveStartDamaged = POWTruckUSAMoveStart
- SoundEject = NONE
- VoiceEject = NONE
- VoiceCrush = KingTruckVoiceMove
- TruckLandingSound = RocketBuggyLand
- TruckPowerslideSound = POWTruckUSAMoveStart
- VoiceEnter = KingTruckVoiceMove
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:CommandCenter
- RadarPriority = LOCAL_UNIT_ONLY
- TransportSlotCount = 0
- KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE CANNOT_RETALIATE MP_COUNT_FOR_VICTORY IGNORES_SELECT_ALL IMMUNE_TO_CAPTURE EMP_HARDENED SALVAGER DISGUISER AIRCRAFT AIRCRAFT_CARRIER HERO ;STRUCTURE
- CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
- CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- ArmorSet
- Conditions = None
- Armor = KingArmor
- DamageFX = TruckDamageFX
- End
- Prerequisites
- End
- Buildable = No
- BuildCost = 0
- IsTrainable = No
- VisionRange = 200
- ShroudClearingRange = 500
- ExperienceValue = 2500 2500 2500 2500 ;Experience point value at each level
- AddModule
- Behavior = FireWeaponWhenDeadBehavior ModuleTag_BigBoom
- DeathWeapon = GrandExplosion
- StartsActive = Yes
- End
- End
- AddModule
- Body = ActiveBody ModuleTag_07
- MaxHealth = 5000.0
- InitialHealth = 5000.0
- End
- End
- ReplaceModule ModuleTag_04
- Behavior = AIUpdateInterface ModuleTag_04_Override
- ; no data
- End
- End
- WeaponSet
- Conditions = WEAPON_RIDER1
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER2
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER3
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER4
- Weapon = PRIMARY NONE
- End
- Locomotor = SET_NORMAL CINE_U04_B52Locomotor_HIGH
- Locomotor = SET_SLUGGISH CINE_U04_B52Locomotor_MEDIUM
- Locomotor = SET_PANIC CINE_U04_B52Locomotor_LOW
- Locomotor = SET_TAXIING CINE_USA08_ComancheLocomotor
- AddModule
- Behavior = RiderChangeContain ModuleTag_ChangeMotor
- Rider1 = GC_Chem_PoisonFieldGammaLarge RIDER1 WEAPON_RIDER1 STATUS_RIDER1 KingTruckOneCommandSet SET_NORMAL
- Rider2 = GC_Chem_PoisonFieldGammaMedium RIDER2 WEAPON_RIDER2 STATUS_RIDER2 KingTruckTwoCommandSet SET_SLUGGISH
- Rider3 = GC_Chem_PoisonFieldGammaSmall RIDER3 WEAPON_RIDER3 STATUS_RIDER3 KingTruckThreeCommandSet SET_PANIC
- Rider4 = GC_Slth_JarmenKellBullet RIDER4 WEAPON_RIDER4 STATUS_RIDER4 KingTruckFourCommandSetGLA SET_TAXIING
- Slots = 1
- InitialPayload = GC_Slth_JarmenKellBullet 1
- ScatterNearbyOnExit = No
- HealthRegen%PerSec = 0
- DamagePercentToUnits = 100%
- BurnedDeathToUnits = No
- AllowInsideKindOf = PORTABLE_STRUCTURE
- ForbidInsideKindOf = INFANTRY
- ExitDelay = 1
- NumberOfExitPaths = 1
- GoAggressiveOnExit = No
- DoorOpenTime = 0
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorOne
- SpecialPowerTemplate = SuperweaponNapalmStrike
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush1
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorTwo
- SpecialPowerTemplate = SuperweaponTerrorCell
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush2
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorThree
- SpecialPowerTemplate = SuperweaponCrateDrop
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush3
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorFour
- SpecialPowerTemplate = Demo_SpecialAbilityBattleBusDemoTrapRollout
- OCL = SUPERWEAPON_BlackMarketNuke
- End
- End
- AddModule
- Behavior = SpecialAbility ModuleTag_Disguise
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- UpdateModuleStartsAttack = Yes
- InitiateSound = KingTruckDisguise
- End
- End
- AddModule
- Behavior = SpecialAbilityUpdate ModuleTag_As
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- StartAbilityRange = 1000000.0
- ApproachRequiresLOS = No
- End
- End
- AddModule
- Behavior = StealthUpdate ModuleTag_Vehicle
- UseRiderStealth = No ;Sadly :c
- StealthDelay = 1
- DisguisesAsTeam = Yes
- RevealDistanceFromTarget = 100.0f
- OrderIdleEnemiesToAttackMeUponReveal = Yes
- DisguiseFX = FX_BombTruckDisguise
- DisguiseRevealFX = FX_BombTruckDisguiseReveal
- InnateStealth = Yes
- DisguiseTransitionTime = 2000
- DisguiseRevealTransitionTime = 1000
- End
- End
- AddModule
- Behavior = ProductionUpdate ModuleTag_LetsBuildStuff
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_LetsSpawnStuff
- UnitCreatePoint = X:-25.0 Y:0.0 Z:0.0
- NaturalRallyPoint = X:-25.0 Y:0.0 Z:0.0
- End
- End
- AddModule
- Behavior = ObjectCreationUpgrade ModuleTag_Horn
- UpgradeObject = GC_Chem_OCL_ToxicInfantryGamma
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- AddModule
- Behavior = AutoHealBehavior ModuleTag_INeedHealing
- HealingAmount = 300
- HealingDelay = 3000 ; msec
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- AddModule
- Behavior = SlowDeathBehavior ModuleTag_03
- DeathTypes = ALL
- ProbabilityModifier = 25
- DestructionDelay = 1
- FX = FINAL WeaponFX_CINEConvoyNuke
- OCL = FINAL OCL_CINE_EjectPilotViaParachute
- End
- End
- RemoveModule ModuleTag_02
- RemoveModule ModuleTag_06
- RemoveModule ModuleTag_08
- RemoveModule ModuleTag_10
- RemoveModule ModuleTag_23
- RemoveModule ModuleTag_24
- RemoveModule ModuleTag_25
- RemoveModule ModuleTag_28
- RemoveModule ModuleTag_30
- Geometry = BOX
- GeometryMajorRadius = 15.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 13.5
- GeometryIsSmall = Yes
- Shadow = SHADOW_VOLUME
- End
- ;"My king, my king, how was I supposed to know that..."
- ;-----------------------------------------------------------------------------
- ;Fake Trucks:
- Object Boss_InfantryColonelBurton ;USA Fake
- ; *** ART Parameters ***
- SelectPortrait = Rank_General_USA ;SAPowTruck_L
- ButtonImage = Rank_General_USA ;SAPowTruck
- UpgradeCameo1 = NONE
- UpgradeCameo2 = NONE
- RemoveModule ModuleTag_01
- AddModule
- Draw = W3DTruckDraw ModuleTag_01
- OkToChangeModelColor = Yes
- ConditionState = NONE
- Model = AVPOWTRUCK
- End
- ConditionState = REALLYDAMAGED
- Model = AVPOWTRUCK_D
- End
- ConditionState = RUBBLE
- Model = AVPOWTruck_D
- End
- TrackMarks = EXTireTrack.tga
- Dust = RocketBuggyDust
- DirtSpray = RocketBuggyDirtSpray
- PowerslideSpray = RocketBuggyDirtPowerSlide
- ; These parameters are only used if the model has a separate suspension,
- ; and the locomotor has HasSuspension = Yes.
- LeftFrontTireBone = Tire01
- RightFrontTireBone = Tire02
- MidLeftRearTireBone = Tire03
- MidRightRearTireBone = Tire05
- LeftRearTireBone = Tire04
- RightRearTireBone = Tire06
- TireRotationMultiplier = 0.2 ; this * speed = rotation.
- PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
- End
- End
- AddModule
- Draw = W3DTruckDraw ModuleTag_RadarVan
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVRadarVan
- Animation = UVRadarVan.UVRadarVan
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = REALLYDAMAGED
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = RUBBLE
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- End
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:CommandCenter
- RadarPriority = LOCAL_UNIT_ONLY
- TransportSlotCount = 0
- KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE CANNOT_RETALIATE MP_COUNT_FOR_VICTORY IGNORES_SELECT_ALL EMP_HARDENED SALVAGER DISGUISER AIRCRAFT AIRCRAFT_CARRIER HERO FS_FAKE
- CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
- CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- ArmorSet
- Conditions = None
- Armor = KingArmor
- DamageFX = TruckDamageFX
- End
- IsTrainable = No
- VisionRange = 200
- ShroudClearingRange = 500
- ExperienceValue = 625 625 625 625 ;Experience point value at each level
- ;MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
- Prerequisites
- Science = SCIENCE_Rank4
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = FakeTruckVoiceSelect
- VoiceMove = FakeTruckVoiceMove
- VoiceGuard = FakeTruckVoiceMove
- SoundEnter = NONE
- SoundExit = NONE
- SoundStealthOff = StealthOff
- UnitSpecificSounds
- VoiceCreate = FakeTruckVoiceCreate
- TurretMoveLoop = TurretMoveLoop
- SoundMoveStart = POWTruckUSAMoveStart
- SoundMoveStartDamaged = POWTruckUSAMoveStart
- SoundEject = NONE
- VoiceEject = NONE
- VoiceCrush = FakeTruckVoiceMove
- TruckLandingSound = RocketBuggyLand
- TruckPowerslideSound = POWTruckUSAMoveStart
- VoiceEnter = FakeTruckVoiceMove
- End
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 2500.0
- InitialHealth = 2500.0
- End
- End
- ReplaceModule ModuleTag_03
- Behavior = AIUpdateInterface ModuleTag_03_Override
- ; no data
- End
- End
- ReplaceModule ModuleTag_06
- Behavior = PhysicsBehavior ModuleTag_06_Override
- Mass = 50.0
- End
- End
- ReplaceModule ModuleTag_Death01
- Behavior = SlowDeathBehavior ModuleTag_Death01_Override
- DeathTypes = ALL -CRUSHED -SPLATTED
- ProbabilityModifier = 25
- DestructionDelay = 1
- FX = FINAL FX_BattleMasterExplosionOneFinal
- OCL = FINAL OCL_AmericanPOWTruckDeathEffect
- End
- End
- AddModule
- Behavior = FXListDie ModuleTag_DeathFX
- DeathTypes = NONE +CRUSHED +SPLATTED
- DeathFX = FX_CarCrush
- End
- End
- AddModule
- Behavior = TransitionDamageFX ModuleTag_09
- ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
- ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
- End
- End
- AddModule
- Behavior = FlammableUpdate ModuleTag_21
- AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
- AflameDamageAmount = 3 ; taking this much damage...
- AflameDamageDelay = 500 ; this often.
- End
- End
- RemoveModule ModuleTag_07
- RemoveModule ModuleTag_08
- RemoveModule ModuleTag_09
- RemoveModule ModuleTag_10
- RemoveModule ModuleTag_11
- RemoveModule ModuleTag_12
- RemoveModule ModuleTag_18
- RemoveModule ModuleTag_Armor01
- RemoveModule ModuleTag_Death02
- RemoveModule ModuleTag_Death03
- RemoveModule ModuleTag_Death04
- RemoveModule ModuleTag_Death05
- RemoveModule ModuleTag_Death06
- RemoveModule ModuleTag_Death07
- WeaponSet
- Conditions = WEAPON_RIDER1
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER2
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER3
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER4
- Weapon = PRIMARY NONE
- End
- Locomotor = SET_NORMAL CINE_U04_B52Locomotor_HIGH
- Locomotor = SET_SLUGGISH CINE_U04_B52Locomotor_MEDIUM
- Locomotor = SET_PANIC CINE_U04_B52Locomotor_LOW
- Locomotor = SET_TAXIING CINE_USA08_ComancheLocomotor
- AddModule
- Behavior = RiderChangeContain ModuleTag_ChangeMotor
- Rider1 = GC_Chem_PoisonFieldGammaLarge RIDER1 WEAPON_RIDER1 STATUS_RIDER1 FakeTruckOneCommandSet SET_NORMAL
- Rider2 = GC_Chem_PoisonFieldGammaMedium RIDER2 WEAPON_RIDER2 STATUS_RIDER2 FakeTruckTwoCommandSet SET_SLUGGISH
- Rider3 = GC_Chem_PoisonFieldGammaSmall RIDER3 WEAPON_RIDER3 STATUS_RIDER3 FakeTruckThreeCommandSet SET_PANIC
- Rider4 = GC_Slth_JarmenKellBullet RIDER4 WEAPON_RIDER4 STATUS_RIDER4 FakeTruckFourCommandSet SET_TAXIING
- Slots = 1
- InitialPayload = GC_Chem_PoisonFieldGammaLarge 1
- ScatterNearbyOnExit = No
- HealthRegen%PerSec = 0
- DamagePercentToUnits = 100%
- BurnedDeathToUnits = No
- AllowInsideKindOf = PORTABLE_STRUCTURE
- ForbidInsideKindOf = INFANTRY
- ExitDelay = 1
- NumberOfExitPaths = 1
- GoAggressiveOnExit = No
- DoorOpenTime = 0
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorOne
- SpecialPowerTemplate = SuperweaponNapalmStrike
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush1
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorTwo
- SpecialPowerTemplate = SuperweaponTerrorCell
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush2
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorThree
- SpecialPowerTemplate = SuperweaponCrateDrop
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush3
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorFour
- SpecialPowerTemplate = Demo_SpecialAbilityBattleBusDemoTrapRollout
- OCL = SUPERWEAPON_BlackMarketNuke
- End
- End
- AddModule
- Behavior = SpecialAbility ModuleTag_Disguise
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- UpdateModuleStartsAttack = Yes
- InitiateSound = KingTruckDisguise
- End
- End
- AddModule
- Behavior = SpecialAbilityUpdate ModuleTag_As
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- StartAbilityRange = 1000000.0
- ApproachRequiresLOS = No
- End
- End
- AddModule
- Behavior = StealthUpdate ModuleTag_Vehicle
- UseRiderStealth = No ;Sadly :c
- StealthDelay = 1
- DisguisesAsTeam = Yes
- RevealDistanceFromTarget = 100.0f
- OrderIdleEnemiesToAttackMeUponReveal = Yes
- DisguiseFX = FX_BombTruckDisguise
- DisguiseRevealFX = FX_BombTruckDisguiseReveal
- InnateStealth = Yes
- DisguiseTransitionTime = 2000
- DisguiseRevealTransitionTime = 1000
- End
- End
- AddModule
- Behavior = ProductionUpdate ModuleTag_LetsBuildStuff
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_LetsSpawnStuff
- UnitCreatePoint = X:-25.0 Y:0.0 Z:0.0
- NaturalRallyPoint = X:-25.0 Y:0.0 Z:0.0
- End
- End
- AddModule
- Behavior = ObjectCreationUpgrade ModuleTag_Horn
- UpgradeObject = SupW_SUPERWEAPON_NeutronMissile
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- Geometry = BOX
- GeometryMajorRadius = 15.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 13.5
- GeometryIsSmall = Yes
- Shadow = SHADOW_VOLUME
- ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure.
- ShadowSizeX = 50
- ShadowSizeY = 25
- End
- ;------------------------------------------------------------------------------
- Object Boss_InfantryBlackLotus ;China Fake
- ; *** ART Parameters ***
- SelectPortrait = Rank_General_China ;SNPOWTruck_L
- ButtonImage = Rank_General_China ;SNPOWTruck
- RemoveModule ModuleTag_01
- AddModule
- Draw = W3DTruckDraw ModuleTag_01
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = NVPOWTrck
- End
- ConditionState = REALLYDAMAGED
- Model = NVPOWTrck_D
- End
- ConditionState = RUBBLE
- Model = NVPOWTrck_D
- End
- TrackMarks = EXTireTrack.tga
- Dust = RocketBuggyDust
- DirtSpray = RocketBuggyDirtSpray
- PowerslideSpray = RocketBuggyDirtPowerSlide
- LeftFrontTireBone = Tire01
- RightFrontTireBone = Tire02
- MidLeftRearTireBone = Tire03
- MidRightRearTireBone = Tire05
- LeftRearTireBone = Tire04
- RightRearTireBone = Tire06
- TireRotationMultiplier = 0.2 ; this * speed = rotation.
- PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
- End
- End
- AddModule
- Draw = W3DTruckDraw ModuleTag_RadarVan
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVRadarVan
- Animation = UVRadarVan.UVRadarVan
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = REALLYDAMAGED
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = RUBBLE
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- End
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:CommandCenter
- RadarPriority = LOCAL_UNIT_ONLY
- TransportSlotCount = 0
- KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE CANNOT_RETALIATE MP_COUNT_FOR_VICTORY IGNORES_SELECT_ALL EMP_HARDENED SALVAGER DISGUISER AIRCRAFT AIRCRAFT_CARRIER HERO FS_FAKE
- CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
- CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- ArmorSet
- Conditions = None
- Armor = KingArmor
- DamageFX = TruckDamageFX
- End
- IsTrainable = No
- VisionRange = 200
- ShroudClearingRange = 500
- ExperienceValue = 625 625 625 625 ;Experience point value at each level
- ;MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
- Prerequisites
- Science = SCIENCE_Rank4
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = FakeTruckVoiceSelect
- VoiceMove = FakeTruckVoiceMove
- VoiceGuard = FakeTruckVoiceMove
- SoundEnter = NONE
- SoundExit = NONE
- SoundStealthOff = StealthOff
- UnitSpecificSounds
- VoiceCreate = FakeTruckVoiceCreate
- TurretMoveLoop = TurretMoveLoop
- SoundMoveStart = POWTruckUSAMoveStart
- SoundMoveStartDamaged = POWTruckUSAMoveStart
- SoundEject = NONE
- VoiceEject = NONE
- VoiceCrush = FakeTruckVoiceMove
- TruckLandingSound = RocketBuggyLand
- TruckPowerslideSound = POWTruckUSAMoveStart
- VoiceEnter = FakeTruckVoiceMove
- End
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 2500.0
- InitialHealth = 2500.0
- End
- End
- RemoveModule ModuleTag_03
- RemoveModule ModuleTag_07
- RemoveModule ModuleTag_08
- RemoveModule ModuleTag_09
- RemoveModule ModuleTag_10
- RemoveModule ModuleTag_11
- RemoveModule ModuleTag_12
- RemoveModule ModuleTag_13
- RemoveModule ModuleTag_17
- RemoveModule ModuleTag_44
- RemoveModule ModuleTag_Armor01
- RemoveModule ModuleTag_Death02
- RemoveModule ModuleTag_Death03
- RemoveModule ModuleTag_Death04
- RemoveModule ModuleTag_Death05
- RemoveModule ModuleTag_Death06
- RemoveModule ModuleTag_Death07
- ReplaceModule ModuleTag_04
- Behavior = AIUpdateInterface ModuleTag_04_Override
- ; no data
- End
- End
- ReplaceModule ModuleTag_05
- Behavior = PhysicsBehavior ModuleTag_05_Override
- Mass = 50.0
- End
- End
- ReplaceModule ModuleTag_Death01
- Behavior = SlowDeathBehavior ModuleTag_Death01_Override
- DeathTypes = ALL -CRUSHED -SPLATTED
- ProbabilityModifier = 25
- DestructionDelay = 1
- FX = FINAL FX_BattleMasterExplosionOneFinal
- OCL = FINAL OCL_AmericanPOWTruckDeathEffect
- End
- End
- AddModule
- Behavior = FXListDie ModuleTag_DeathFX
- DeathTypes = NONE +CRUSHED +SPLATTED
- DeathFX = FX_CarCrush
- End
- End
- AddModule
- Behavior = TransitionDamageFX ModuleTag_09
- ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
- ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
- End
- End
- AddModule
- Behavior = FlammableUpdate ModuleTag_21
- AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
- AflameDamageAmount = 3 ; taking this much damage...
- AflameDamageDelay = 500 ; this often.
- End
- End
- WeaponSet
- Conditions = WEAPON_RIDER1
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER2
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER3
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER4
- Weapon = PRIMARY NONE
- End
- Locomotor = SET_NORMAL CINE_U04_B52Locomotor_HIGH
- Locomotor = SET_SLUGGISH CINE_U04_B52Locomotor_MEDIUM
- Locomotor = SET_PANIC CINE_U04_B52Locomotor_LOW
- Locomotor = SET_TAXIING CINE_USA08_ComancheLocomotor
- AddModule
- Behavior = RiderChangeContain ModuleTag_ChangeMotor
- Rider1 = GC_Chem_PoisonFieldGammaLarge RIDER1 WEAPON_RIDER1 STATUS_RIDER1 FakeTruckOneCommandSet SET_NORMAL
- Rider2 = GC_Chem_PoisonFieldGammaMedium RIDER2 WEAPON_RIDER2 STATUS_RIDER2 FakeTruckTwoCommandSet SET_SLUGGISH
- Rider3 = GC_Chem_PoisonFieldGammaSmall RIDER3 WEAPON_RIDER3 STATUS_RIDER3 FakeTruckThreeCommandSet SET_PANIC
- Rider4 = GC_Slth_JarmenKellBullet RIDER4 WEAPON_RIDER4 STATUS_RIDER4 FakeTruckFourCommandSet SET_TAXIING
- Slots = 1
- InitialPayload = GC_Chem_PoisonFieldGammaLarge 1
- ScatterNearbyOnExit = No
- HealthRegen%PerSec = 0
- DamagePercentToUnits = 100%
- BurnedDeathToUnits = No
- AllowInsideKindOf = PORTABLE_STRUCTURE
- ForbidInsideKindOf = INFANTRY
- ExitDelay = 1
- NumberOfExitPaths = 1
- GoAggressiveOnExit = No
- DoorOpenTime = 0
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorOne
- SpecialPowerTemplate = SuperweaponNapalmStrike
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush1
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorTwo
- SpecialPowerTemplate = SuperweaponTerrorCell
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush2
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorThree
- SpecialPowerTemplate = SuperweaponCrateDrop
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush3
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorFour
- SpecialPowerTemplate = Demo_SpecialAbilityBattleBusDemoTrapRollout
- OCL = SUPERWEAPON_BlackMarketNuke
- End
- End
- AddModule
- Behavior = SpecialAbility ModuleTag_Disguise
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- UpdateModuleStartsAttack = Yes
- InitiateSound = KingTruckDisguise
- End
- End
- AddModule
- Behavior = SpecialAbilityUpdate ModuleTag_As
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- StartAbilityRange = 1000000.0
- ApproachRequiresLOS = No
- End
- End
- AddModule
- Behavior = StealthUpdate ModuleTag_Vehicle
- UseRiderStealth = No ;Sadly :c
- StealthDelay = 1
- DisguisesAsTeam = Yes
- RevealDistanceFromTarget = 100.0f
- OrderIdleEnemiesToAttackMeUponReveal = Yes
- DisguiseFX = FX_BombTruckDisguise
- DisguiseRevealFX = FX_BombTruckDisguiseReveal
- InnateStealth = Yes
- DisguiseTransitionTime = 2000
- DisguiseRevealTransitionTime = 1000
- End
- End
- AddModule
- Behavior = ProductionUpdate ModuleTag_LetsBuildStuff
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_LetsSpawnStuff
- UnitCreatePoint = X:-25.0 Y:0.0 Z:0.0
- NaturalRallyPoint = X:-25.0 Y:0.0 Z:0.0
- End
- End
- AddModule
- Behavior = ObjectCreationUpgrade ModuleTag_Horn
- UpgradeObject = SupW_SUPERWEAPON_NeutronMissile
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- ;Scale = 1.025
- Geometry = BOX
- GeometryMajorRadius = 15.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 13.5
- GeometryIsSmall = Yes
- Shadow = SHADOW_VOLUME
- ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure.
- ShadowSizeX = 50
- ShadowSizeY = 25
- End
- ;----------------------------------------------------------------------------
- Object Boss_InfantryJarmenKell ;GLA Fake
- ; *** ART Parameters ***
- SelectPortrait = Rank_General_GLA ;SUPOWTruck_L
- ButtonImage = Rank_General_GLA ;SUPOWTruck
- UpgradeCameo1 = NONE
- RemoveModule ModuleTag_01
- AddModule
- Draw = W3DTruckDraw ModuleTag_01_Override
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVPOWTruck
- HideSubObject = Turret
- End
- ConditionState = REALLYDAMAGED
- Model = UVPOWTruck_D
- HideSubObject = Turret
- End
- ConditionState = RUBBLE
- Model = UVPOWTruck_D
- HideSubObject = Turret
- End
- TrackMarks = EXTireTrack.tga
- Dust = RocketBuggyDust
- DirtSpray = RocketBuggyDirtSpray
- PowerslideSpray = RocketBuggyDirtPowerSlide
- LeftFrontTireBone = Tire01
- RightFrontTireBone = Tire02
- MidLeftRearTireBone = Tire03
- MidRightRearTireBone = Tire05
- LeftRearTireBone = Tire04
- RightRearTireBone = Tire06
- TireRotationMultiplier = 0.2 ; this * speed = rotation.
- PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
- End
- End
- AddModule
- Draw = W3DTruckDraw ModuleTag_RadarVan
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVRadarVan
- Animation = UVRadarVan.UVRadarVan
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = REALLYDAMAGED
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = RUBBLE
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HOUSECOLOR01 HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- End
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:CommandCenter
- RadarPriority = LOCAL_UNIT_ONLY
- TransportSlotCount = 0
- KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE CANNOT_RETALIATE MP_COUNT_FOR_VICTORY IGNORES_SELECT_ALL EMP_HARDENED SALVAGER DISGUISER AIRCRAFT AIRCRAFT_CARRIER HERO FS_FAKE
- CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
- CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- ArmorSet
- Conditions = None
- Armor = KingArmor
- DamageFX = TruckDamageFX
- End
- IsTrainable = No
- VisionRange = 200
- ShroudClearingRange = 500
- ExperienceValue = 625 625 625 625 ;Experience point value at each level
- ;MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
- Prerequisites
- Science = SCIENCE_Rank4
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = FakeTruckVoiceSelect
- VoiceMove = FakeTruckVoiceMove
- VoiceGuard = FakeTruckVoiceMove
- SoundEnter = NONE
- SoundExit = NONE
- SoundStealthOff = StealthOff
- UnitSpecificSounds
- VoiceCreate = FakeTruckVoiceCreate
- TurretMoveLoop = TurretMoveLoop
- SoundMoveStart = POWTruckUSAMoveStart
- SoundMoveStartDamaged = POWTruckUSAMoveStart
- SoundEject = NONE
- VoiceEject = NONE
- VoiceCrush = FakeTruckVoiceMove
- TruckLandingSound = RocketBuggyLand
- TruckPowerslideSound = POWTruckUSAMoveStart
- VoiceEnter = FakeTruckVoiceMove
- End
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 2500.0
- InitialHealth = 2500.0
- End
- End
- RemoveModule ModuleTag_06
- RemoveModule ModuleTag_07
- RemoveModule ModuleTag_08
- RemoveModule ModuleTag_14
- RemoveModule ModuleTag_Armor01
- RemoveModule ModuleTag_Death02
- RemoveModule ModuleTag_Death03
- RemoveModule ModuleTag_Death04
- RemoveModule ModuleTag_Death05
- RemoveModule ModuleTag_Death06
- RemoveModule ModuleTag_Death07
- ReplaceModule ModuleTag_03
- Behavior = AIUpdateInterface ModuleTag_03_Override
- ; no data
- End
- End
- ReplaceModule ModuleTag_04
- Behavior = PhysicsBehavior ModuleTag_04_Override
- Mass = 50.0
- End
- End
- ReplaceModule ModuleTag_Death01
- Behavior = SlowDeathBehavior ModuleTag_Death01_Override
- DeathTypes = ALL -CRUSHED -SPLATTED
- ProbabilityModifier = 25
- DestructionDelay = 1
- FX = FINAL FX_BattleMasterExplosionOneFinal
- OCL = FINAL OCL_AmericanPOWTruckDeathEffect
- End
- End
- AddModule
- Behavior = FXListDie ModuleTag_DeathFX
- DeathTypes = NONE +CRUSHED +SPLATTED
- DeathFX = FX_CarCrush
- End
- End
- AddModule
- Behavior = TransitionDamageFX ModuleTag_09
- ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
- ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
- End
- End
- AddModule
- Behavior = FlammableUpdate ModuleTag_21
- AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
- AflameDamageAmount = 3 ; taking this much damage...
- AflameDamageDelay = 500 ; this often.
- End
- End
- WeaponSet
- Conditions = WEAPON_RIDER1
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER2
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER3
- Weapon = PRIMARY NONE
- End
- WeaponSet
- Conditions = WEAPON_RIDER4
- Weapon = PRIMARY NONE
- End
- Locomotor = SET_NORMAL CINE_U04_B52Locomotor_HIGH
- Locomotor = SET_SLUGGISH CINE_U04_B52Locomotor_MEDIUM
- Locomotor = SET_PANIC CINE_U04_B52Locomotor_LOW
- Locomotor = SET_TAXIING CINE_USA08_ComancheLocomotor
- AddModule
- Behavior = RiderChangeContain ModuleTag_ChangeMotor
- Rider1 = GC_Chem_PoisonFieldGammaLarge RIDER1 WEAPON_RIDER1 STATUS_RIDER1 FakeTruckOneCommandSet SET_NORMAL
- Rider2 = GC_Chem_PoisonFieldGammaMedium RIDER2 WEAPON_RIDER2 STATUS_RIDER2 FakeTruckTwoCommandSet SET_SLUGGISH
- Rider3 = GC_Chem_PoisonFieldGammaSmall RIDER3 WEAPON_RIDER3 STATUS_RIDER3 FakeTruckThreeCommandSet SET_PANIC
- Rider4 = GC_Slth_JarmenKellBullet RIDER4 WEAPON_RIDER4 STATUS_RIDER4 FakeTruckFourCommandSet SET_TAXIING
- Slots = 1
- InitialPayload = GC_Chem_PoisonFieldGammaLarge 1
- ScatterNearbyOnExit = No
- HealthRegen%PerSec = 0
- DamagePercentToUnits = 100%
- BurnedDeathToUnits = No
- AllowInsideKindOf = PORTABLE_STRUCTURE
- ForbidInsideKindOf = INFANTRY
- ExitDelay = 1
- NumberOfExitPaths = 1
- GoAggressiveOnExit = No
- DoorOpenTime = 0
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorOne
- SpecialPowerTemplate = SuperweaponNapalmStrike
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush1
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorTwo
- SpecialPowerTemplate = SuperweaponTerrorCell
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush2
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorThree
- SpecialPowerTemplate = SuperweaponCrateDrop
- OCL = GC_Chem_SUPERWEAPON_RebelAmbush3
- End
- End
- AddModule
- Behavior = OCLSpecialPower ModuleTag_SpawnMotorFour
- SpecialPowerTemplate = Demo_SpecialAbilityBattleBusDemoTrapRollout
- OCL = SUPERWEAPON_BlackMarketNuke
- End
- End
- AddModule
- Behavior = SpecialAbility ModuleTag_Disguise
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- UpdateModuleStartsAttack = Yes
- InitiateSound = KingTruckDisguise
- End
- End
- AddModule
- Behavior = SpecialAbilityUpdate ModuleTag_As
- SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
- StartAbilityRange = 1000000.0
- ApproachRequiresLOS = No
- End
- End
- AddModule
- Behavior = StealthUpdate ModuleTag_Vehicle
- UseRiderStealth = No ;Sadly :c
- StealthDelay = 1
- DisguisesAsTeam = Yes
- RevealDistanceFromTarget = 100.0f
- OrderIdleEnemiesToAttackMeUponReveal = Yes
- DisguiseFX = FX_BombTruckDisguise
- DisguiseRevealFX = FX_BombTruckDisguiseReveal
- InnateStealth = Yes
- DisguiseTransitionTime = 2000
- DisguiseRevealTransitionTime = 1000
- End
- End
- AddModule
- Behavior = ProductionUpdate ModuleTag_LetsBuildStuff
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_LetsSpawnStuff
- UnitCreatePoint = X:-25.0 Y:0.0 Z:0.0
- NaturalRallyPoint = X:-25.0 Y:0.0 Z:0.0
- End
- End
- AddModule
- Behavior = ObjectCreationUpgrade ModuleTag_Horn
- UpgradeObject = SupW_SUPERWEAPON_NeutronMissile
- TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
- End
- End
- Geometry = BOX
- GeometryMajorRadius = 15.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 13.5
- GeometryIsSmall = Yes
- Shadow = SHADOW_VOLUME
- ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure.
- ShadowSizeX = 50
- ShadowSizeY = 25
- End
- ;"Everyone will falter when you die."
- ;-----------------------------------------------------------------------------
- ;Fast
- SpecialPower SuperweaponNapalmStrike
- Enum = SPECIAL_DETONATE_DIRTY_NUKE
- ReloadTime = 0
- RequiredScience = SCIENCE_Rank1
- PublicTimer = No
- ShortcutPower = No
- InitiateSound = KingTruckMotorFast
- End
- ;-----------------------------------------------------------------------------
- ;Medium
- SpecialPower SuperweaponTerrorCell
- Enum = SPECIAL_DETONATE_DIRTY_NUKE
- ReloadTime = 0
- RequiredScience = SCIENCE_Rank1
- PublicTimer = No
- ShortcutPower = No
- InitiateSound = KingTruckMotorMedium
- End
- ;-----------------------------------------------------------------------------
- ;Slow
- SpecialPower SuperweaponCrateDrop
- Enum = SPECIAL_DETONATE_DIRTY_NUKE
- ReloadTime = 0
- RequiredScience = SCIENCE_Rank1
- PublicTimer = No
- ShortcutPower = No
- InitiateSound = KingTruckMotorSlow
- End
- ;-----------------------------------------------------------------------------
- ;Rotate only
- SpecialPower Demo_SpecialAbilityBattleBusDemoTrapRollout
- Enum = SPECIAL_DETONATE_DIRTY_NUKE
- ReloadTime = 0
- RequiredScience = SCIENCE_Rank1
- PublicTimer = No
- ShortcutPower = No
- InitiateSound = KingTruckMotorStop
- End
- ;-----------------------------------------------------------------------------
- CommandButton Command_SelectAircraftCarriersFromShortcut ;Boss_Command_UpgradeChinaNationalism ;Command_MotorOne
- Command = SPECIAL_POWER
- SpecialPower = SuperweaponNapalmStrike
- Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE NEED_SPECIAL_POWER_SCIENCE
- ButtonImage = SAcarrier
- ButtonBorderType = ACTION
- TextLabel = GUI:Faster
- DescriptLabel = OBJECT:POWTruck ;GUI:AdjustGameSpeed
- End
- ;-----------------------------------------------------------------------------
- CommandButton GC_Slth_Command_ConstructGLAVehicleBattleBus ;Command_MotorTwo
- Command = SPECIAL_POWER
- SpecialPower = SuperweaponTerrorCell
- Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE NEED_SPECIAL_POWER_SCIENCE
- ButtonImage = SUbattlebus
- ButtonBorderType = ACTION
- TextLabel = GUI:Medium
- DescriptLabel = OBJECT:BattleBus ;GUI:AdjustGameSpeed
- End
- Object GC_Slth_GLAVehicleBattleBus
- BuildCost = 0
- Prerequisites
- End
- End
- ;-----------------------------------------------------------------------------
- CommandButton Boss_Command_ConstructAmericaVehiclePaladin ;Command_MotorThree
- Command = SPECIAL_POWER
- SpecialPower = SuperweaponCrateDrop
- Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE NEED_SPECIAL_POWER_SCIENCE
- ButtonImage = SAPaladin
- ButtonBorderType = ACTION
- TextLabel = GUI:Slower
- DescriptLabel = OBJECT:Paladin ;GUI:AdjustGameSpeed
- End
- Object Boss_TankPaladin
- BuildCost = 0
- Prerequisites
- End
- End
- ;-----------------------------------------------------------------------------
- CommandButton Boss_Command_ConstructChinaBunker ;Command_MotorFour
- Command = SPECIAL_POWER
- SpecialPower = Demo_SpecialAbilityBattleBusDemoTrapRollout
- Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE NEED_SPECIAL_POWER_SCIENCE
- ButtonImage = SNBunker
- ButtonBorderType = ACTION
- TextLabel = GUI:Stop
- DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildBarracks ;GUI:AdjustGameSpeed
- End
- Object Boss_Bunker
- BuildCost = 0
- Prerequisites
- End
- End
- ;-----------------------------------------------------------------------------
- CommandButton Boss_Command_ConstructChinaSpeakerTower ;Spotter Switch
- Command = OBJECT_UPGRADE
- Upgrade = Upgrade_AmericaRadar ;Upgrade_ChinaOverlordPropagandaTower
- Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
- TextLabel = CONTROLBAR:UpgradeAmericaRadar ;CONTROLBAR:UpgradeChinaOverlordPropagandaTower
- ButtonImage = SSOLSpeaker
- ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan
- UnitSpecificSound = KingSpotterVoiceDeploy
- End
- CommandButton GC_Chem_Command_ConstructGLAVehicleRadarVan
- Command = OBJECT_UPGRADE
- Upgrade = Upgrade_AmericaRadar ;Upgrade_ChinaOverlordPropagandaTower
- Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
- TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan
- ButtonImage = SURadarVan
- ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan
- UnitSpecificSound = KingSpotterVoiceUndeploy
- End
- ;-----------------------------------------------------------------------------
- MappedImage SASoloDrone ;Ranger
- Texture = SCShellUserInterface512_009.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:1 Top:163 Right:161 Bottom:323
- Status = NONE
- End
- MappedImage SAFence ;Burton
- Texture = SUUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:187 Top:351 Right:247 Bottom:399
- Status = NONE
- End
- MappedImage SNWall ;Lotus
- Texture = SUUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:187 Top:351 Right:247 Bottom:399
- Status = NONE
- End
- MappedImage SUBarricade ;Kell
- Texture = SUUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:187 Top:351 Right:247 Bottom:399
- Status = NONE
- End
- MappedImage SUToxinRPG ;Spotter
- Texture = SCShellUserInterface512_007.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:163 Top:1 Right:323 Bottom:161
- Status = NONE
- End
- MappedImage SUSnipBull ;SpotterUpgrade
- Texture = SUUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:373 Top:301 Right:433 Bottom:349
- Status = NONE
- End
- MappedImage SAICBM ;SpotterUpgradeButton
- Texture = SUUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:373 Top:301 Right:433 Bottom:349
- Status = NONE
- End
- MappedImage SCTempDefaultCommand ;King/Fake Truck Horn
- Texture = SNUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:125 Top:101 Right:185 Bottom:149
- Status = NONE
- End
- MappedImage SCTempDefaultInventory ;Spotter Boost Upgrade Image
- Texture = SNUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:63 Top:101 Right:123 Bottom:149
- Status = NONE
- End
- MappedImage SSFerry_L ;Spotter Boost Command Button Image
- Texture = SNUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:63 Top:101 Right:123 Bottom:149
- Status = NONE
- End
- MappedImage SAcarrier ;Speed Boost!
- Texture = SNUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:187 Top:51 Right:247 Bottom:99
- Status = NONE
- End
- MappedImage SABattleship ;DisguiseAsVehicle
- Texture = SUUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:125 Top:201 Right:185 Bottom:249
- Status = NONE
- End
- MappedImage SNFirestorm ;Select all Kings
- Texture = SNUserInterface512_004.tga
- TextureWidth = 512
- TextureHeight = 512
- Coords = Left:125 Top:301 Right:185 Bottom:349
- Status = NONE
- End
- CommandButton AirF_Command_ConstructAmericaVehicleBattleDrone ;Boss_Command_ConstructAmericaInfantryRanger
- Command = UNIT_BUILD
- Object = Boss_InfantryRanger
- TextLabel = OBJECT:UNSoldier
- ButtonImage = SASoloDrone
- ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger
- End
- CommandButton Command_ConstructAmericaWall ;Boss_Command_ConstructAmericaInfantryColonelBurton
- Command = UNIT_BUILD
- Options = NOT_QUEUEABLE
- Object = Boss_InfantryColonelBurton
- TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter
- ButtonImage = SAFence
- ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is
- DescriptLabel = HELP:FakeStructures-01
- End
- CommandButton Command_ConstructChinaConcreteWall ;Boss_Command_ConstructChinaInfantryBlackLotus
- Command = UNIT_BUILD
- Options = NOT_QUEUEABLE
- Object = Boss_InfantryBlackLotus
- TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter
- ButtonImage = SNWall
- ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is
- DescriptLabel = HELP:FakeStructures-01
- End
- CommandButton Command_ConstructGLABurningBarricade ;Boss_Command_ConstructGLAInfantryJarmenKell
- Command = UNIT_BUILD
- Options = NOT_QUEUEABLE
- Object = Boss_InfantryJarmenKell
- TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter
- ButtonImage = SUBarricade
- ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is
- DescriptLabel = HELP:FakeStructures-01
- End
- CommandButton GC_Chem_Command_ConstructGLAInfantryRPGTrooper ;GC_Chem_Command_ConstructGLAVehicleRadarVan
- Command = UNIT_BUILD
- Object = GC_Chem_GLAVehicleRadarVan
- TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan
- ButtonImage = SUToxinRPG
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan
- End
- ;-----------------------------------------------------------------------------
- CommandButton Command_ExecuteRailedTransport ;Spotter Speed Upgrade
- Command = UNIT_BUILD
- Options = NOT_QUEUEABLE
- Object = GC_Chem_GLAInfantryJarmenKell
- TextLabel = GUI:Faster
- ButtonImage = SSFerry_L
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = DIALOGEVENT:Taunts_Tank018Subtitle
- End
- CommandButton SupW_Command_ConstructAmericaCruiseMissileLauncher ;Spotter Stealth Upgrade
- Command = UNIT_BUILD
- Options = NOT_QUEUEABLE
- Object = CINE_GLAInfantryJarmenKell
- TextLabel = CONTROLBAR:UpgradeGLACamouflage
- ButtonImage = SAICBM
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = DIALOGEVENT:MisGLA04xKen10Subtitle
- End
- CommandButton Command_CrateDrop ;King Horn *Honk* *Honk*
- Command = OBJECT_UPGRADE
- Upgrade = Upgrade_GLAWorkerFakeCommandSet
- Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
- TextLabel = CONTROLBAR:EmergencyRepair
- ButtonImage = SCTempDefaultCommand
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = GUI:Taunt
- PurchasedLabel = GUI:Taunt
- End
- CommandButton Command_CrateDropFromShortcut ;Fake Horn *Honk* *Honk*
- Command = OBJECT_UPGRADE
- Upgrade = Upgrade_GLAWorkerFakeCommandSet
- Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
- TextLabel = GUI:Taunt
- ButtonImage = SCTempDefaultCommand
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = GUI:Taunt
- PurchasedLabel = GUI:Taunt
- End
- CommandButton Command_SelectBattleshipsFromShortcut ;Command_DisguiseAsVehicle
- Command = SPECIAL_POWER
- SpecialPower = SpecialAbilityDisguiseAsVehicle
- Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT
- TextLabel = CONTROLBAR:DisguiseAsVehicle
- ButtonImage = SABattleship
- CursorName = DisguiseAsVehicle
- InvalidCursorName = GenericInvalid
- ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
- DescriptLabel = DIALOGEVENT:MisGLA04xKen10Subtitle
- UnitSpecificSound = BombTruckVoiceModeDisguise
- End
- CommandButton Command_ChinaJetMIGFireNapalmMissile ;Select all USA Kings!
- Command = SELECT_ALL_UNITS_OF_TYPE
- Object = AmericaVehiclePOWTruck
- Options = OK_FOR_MULTI_SELECT
- TextLabel = GUI:SelectAll
- ButtonImage = SNFirestorm
- ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
- DescriptLabel = GUI:SelectedAcrossMap
- End
- CommandButton Command_NapalmStrike ;Select all China Kings!
- Command = SELECT_ALL_UNITS_OF_TYPE
- Object = CINE_ChinaVehicleTroopCrawlerEmpty
- Options = OK_FOR_MULTI_SELECT
- TextLabel = GUI:SelectAll
- ButtonImage = SNFirestorm
- ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
- DescriptLabel = GUI:SelectedAcrossMap
- End
- CommandButton Command_NapalmStrikeFromShortcut ;Select all GLA Kings!
- Command = SELECT_ALL_UNITS_OF_TYPE
- Object = GLAVehicleBattleBusHighDef
- Options = OK_FOR_MULTI_SELECT
- TextLabel = GUI:SelectAll
- ButtonImage = SNFirestorm
- ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
- DescriptLabel = GUI:SelectedAcrossMap
- End
- ;"And as we speak the army of our enemies..."
- ;------------------------------------------------------------------------------
- ;King Truck Command Set:
- CommandSet KingTruckOneCommandSet
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDrop
- ;5 = Command_SelectAircraftCarriersFromShortcut
- 7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- 9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = Boss_Command_ConstructChinaBunker
- 14 = Command_Stop
- End
- CommandSet KingTruckTwoCommandSet
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDrop
- 5 = Command_SelectAircraftCarriersFromShortcut
- ;7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- 9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = Boss_Command_ConstructChinaBunker
- 14 = Command_Stop
- End
- CommandSet KingTruckThreeCommandSet
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDrop
- 5 = Command_SelectAircraftCarriersFromShortcut
- 7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- ;9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = Boss_Command_ConstructChinaBunker
- 14 = Command_Stop
- End
- ;------------------------------------------------------------------------------
- CommandSet KingTruckFourCommandSetUSA
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDrop
- 5 = Command_SelectAircraftCarriersFromShortcut
- 7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- 8 = Command_Stop
- 9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = AirF_Command_ConstructAmericaVehicleBattleDrone
- 14 = Command_ConstructAmericaWall
- End
- CommandSet KingTruckFourCommandSetChina
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDrop
- 5 = Command_SelectAircraftCarriersFromShortcut
- 7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- 8 = Command_Stop
- 9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = AirF_Command_ConstructAmericaVehicleBattleDrone
- 14 = Command_ConstructChinaConcreteWall
- End
- CommandSet KingTruckFourCommandSetGLA
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDrop
- 5 = Command_SelectAircraftCarriersFromShortcut
- 7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- 8 = Command_Stop
- 9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = AirF_Command_ConstructAmericaVehicleBattleDrone
- 14 = Command_ConstructGLABurningBarricade
- End
- ;------------------------------------------------------------------------------
- ;Fake Truck Command Set:
- CommandSet FakeTruckOneCommandSet
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDropFromShortcut
- ;5 = Command_SelectAircraftCarriersFromShortcut
- 7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- 9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = Boss_Command_ConstructChinaBunker
- 14 = Command_Stop
- End
- CommandSet FakeTruckTwoCommandSet
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDropFromShortcut
- 5 = Command_SelectAircraftCarriersFromShortcut
- ;7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- 9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = Boss_Command_ConstructChinaBunker
- 14 = Command_Stop
- End
- CommandSet FakeTruckThreeCommandSet
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDropFromShortcut
- 5 = Command_SelectAircraftCarriersFromShortcut
- 7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- ;9 = Boss_Command_ConstructAmericaVehiclePaladin
- 13 = Boss_Command_ConstructChinaBunker
- 14 = Command_Stop
- End
- ;------------------------------------------------------------------------------
- CommandSet FakeTruckFourCommandSet
- 1 = Command_SelectBattleshipsFromShortcut
- 2 = Command_CrateDropFromShortcut
- 5 = Command_SelectAircraftCarriersFromShortcut
- 7 = GC_Slth_Command_ConstructGLAVehicleBattleBus
- 9 = Boss_Command_ConstructAmericaVehiclePaladin
- 14 = Command_Stop
- End
- ;------------------------------------------------------------------------------
- CommandSet SpotterTruckCommandSet
- 1 = Boss_Command_ConstructChinaSpeakerTower
- 2 = Command_ExecuteRailedTransport
- 14 = Command_Stop
- End
- CommandSet SpotterTruckSpeedUpgradedCommandSet
- 1 = Boss_Command_ConstructChinaSpeakerTower
- 2 = SupW_Command_ConstructAmericaCruiseMissileLauncher
- 14 = Command_Stop
- End
- CommandSet SpotterTruckStealthUpgradedCommandSet
- 1 = Boss_Command_ConstructChinaSpeakerTower
- 14 = Command_Stop
- End
- CommandSet SpotterTowerCommandSet
- 1 = GC_Chem_Command_ConstructGLAVehicleRadarVan
- 13 = Command_DetonateFakeBuilding
- 14 = Command_Sell
- End
- CommandSet SpotterTowerUpgradeCommandSet
- 1 = GC_Chem_Command_ConstructGLAVehicleRadarVan
- 2 = SupW_Command_ConstructAmericaCruiseMissileLauncher
- 13 = Command_DetonateFakeBuilding
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart ;Spawn USA King
- CreateObject
- ObjectNames = AmericaVehiclePOWTruck
- Disposition = LIKE_EXISTING
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:-15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:-15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:-15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:-15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
- Offset = X:0 Y:0 Z:25
- Mass = 40.0
- Count = 10
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
- Offset = X:0 Y:0 Z:40
- Mass = 40.0
- Count = 5
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- End
- ;------------------------------------------------------------------------------
- ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart02 ;Spawn China King
- CreateObject
- ObjectNames = CINE_ChinaVehicleTroopCrawlerEmpty
- Disposition = LIKE_EXISTING
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:-15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:-15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:-15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:-15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
- Offset = X:0 Y:0 Z:25
- Mass = 40.0
- Count = 10
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
- Offset = X:0 Y:0 Z:40
- Mass = 40.0
- Count = 5
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- End
- ;------------------------------------------------------------------------------
- ObjectCreationList OCL_MIGDeathFinalBlowUp_CinematicVersion ;Spawn GLA King
- CreateObject
- ObjectNames = GLAVehicleBattleBusHighDef
- Disposition = LIKE_EXISTING
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:-15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:-15 Z:5
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:-15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:-15 Y:15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10
- Offset = X:15 Y:-15 Z:15
- Mass = 40.0
- Count = 3
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
- Offset = X:0 Y:0 Z:25
- Mass = 40.0
- Count = 10
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- CreateDebris
- ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
- Offset = X:0 Y:0 Z:40
- Mass = 40.0
- Count = 5
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 5
- BounceSound = BuildingDebris
- End
- End
- ;------------------------------------------------------------------------------
- ObjectCreationList OCL_TsingMaTankColumn
- ;Radar Van:
- CreateObject
- ObjectNames = DeadRadarVanHulk
- Offset = X:0 Y:0 Z:0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.1
- End
- CreateDebris
- ModelNames = UVRadarVan_d2
- Offset = X:-9.721 Y:-3.801 Z:22.679
- Mass = 5.0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 2.5
- End
- CreateDebris
- ModelNames = UVRadarVan_d3
- Offset = X:8.551 Y:0.072 Z:16.693
- Mass = 5.0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 2.5
- End
- CreateDebris
- ModelNames = UVRadarVan_d4
- Offset = X:9.495 Y:5.169 Z:2.185
- Mass = 5.0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 2.5
- End
- ;Civilian Supply Truck
- CreateDebris
- ModelNames = CVGeneric_X01
- Offset = X:6.7 Y:2.098 Z:2.972
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X02
- Offset = X:6.824 Y:-0.988 Z:2.972
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X03
- Offset = X:-7.314 Y:-1.325 Z:4.546
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X04
- Offset = X:5.804 Y:-3.499 Z:1.245
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X05
- Offset = X:5.815 Y:3.508 Z:1.245
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X06
- Offset = X:-7.615 Y:-3.508 Z:1.245
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X07
- Offset = X:-8.281 Y:1.964 Z:3.926
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X08
- Offset = X:-7.615 Y:3.508 Z:1.245
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X09
- Offset = X:-2.032 Y:3.638 Z:3.925
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X10
- Offset = X:0.776 Y:-0.960 Z:5.601
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X11
- Offset = X:-0.897 Y:-3.735 Z:2.994
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X12
- Offset = X:-3.074 Y:-0.303 Z:6.468
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X13
- Offset = X:2.602 Y:3.652 Z:3.923
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- CreateDebris
- ModelNames = CVGeneric_X14
- Offset = X:-9.828 Y:-1.889 Z:2.636
- Mass = 5
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.8
- End
- ;China Supply Truck
- CreateObject
- ObjectNames = DeadChinaSupplyTruckHulk
- Offset = X:0 Y:0 Z:0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 0.1
- End
- CreateDebris
- ModelNames = NVSSupplyTk_d2
- Offset = X:-6.544 Y:7.281 Z:11.163
- Mass = 5.0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 2.5
- End
- CreateDebris
- ModelNames = NVSSupplyTk_d3
- Offset = X:-6.283 Y:5.099 Z:2.645
- Mass = 5.0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 2.5
- End
- CreateDebris
- ModelNames = NVSSupplyTk_d4
- Offset = X:-1.235 Y:-4.169 Z:10.355
- Mass = 5.0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 2.5
- End
- CreateDebris
- ModelNames = NVSSupplyTk_d5
- Offset = X:5.819 Y:5.481 Z:10.425
- Mass = 5.0
- Count = 1
- Disposition = SEND_IT_FLYING
- DispositionIntensity = 2.5
- End
- End
- ;"Is approaching our gates, we cannot fly."
- ;------------------------------------------------------------------------------
- ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush1 ;Deliver USA King
- DeliverPayload
- Transport = AmericaJetCargoPlane
- StartAtPreferredHeight = Yes
- StartAtMaxSpeed = Yes
- MaxAttempts = 4
- DropOffset = X:0 Y:0 Z:-10
- DropDelay = 2500
- PutInContainer = LargeParachute
- Payload = GLAVehicleDozer 1
- Payload = GC_Chem_GLAVehicleRadarVan 1
- ParachuteDirectly = Yes
- DeliveryDistance = 250
- End
- End
- ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush2 ;Deliver China King
- DeliverPayload
- Transport = ChinaJetCargoPlane
- StartAtPreferredHeight = Yes
- StartAtMaxSpeed = Yes
- MaxAttempts = 4
- DropOffset = X:0 Y:0 Z:-10
- DropDelay = 2500
- PutInContainer = LargeParachute
- Payload = GLAVehicleDozer 1
- Payload = GC_Chem_GLAVehicleRadarVan 1
- ParachuteDirectly = Yes
- DeliveryDistance = 250
- End
- End
- ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush3 ;Deliver GLA King
- DeliverPayload
- Transport = GLAJetCargoPlane
- StartAtPreferredHeight = Yes
- StartAtMaxSpeed = Yes
- MaxAttempts = 4
- DropOffset = X:0 Y:0 Z:-10
- DropDelay = 2500
- PutInContainer = LargeParachute
- Payload = GLAVehicleDozer 1
- Payload = GC_Chem_GLAVehicleRadarVan 1
- ParachuteDirectly = Yes
- DeliveryDistance = 250
- End
- End
- ;------------------------------------------------------------------------------
- ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush1 ;OCL_ChangeMotorOne
- CreateObject
- ObjectNames = GC_Chem_PoisonFieldGammaLarge
- Count = 1
- ContainInsideSourceObject = Yes
- End
- End
- ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush2 ;OCL_ChangeMotorTwo
- CreateObject
- ObjectNames = GC_Chem_PoisonFieldGammaMedium
- Count = 1
- ContainInsideSourceObject = Yes
- End
- End
- ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush3 ;OCL_ChangeMotorThree
- CreateObject
- ObjectNames = GC_Chem_PoisonFieldGammaSmall
- Count = 1
- ContainInsideSourceObject = Yes
- End
- End
- ObjectCreationList SUPERWEAPON_BlackMarketNuke ;OCL_ChangeMotorFour
- CreateObject
- ObjectNames = GC_Slth_JarmenKellBullet
- Count = 1
- ContainInsideSourceObject = Yes
- End
- End
- ObjectCreationList OCL_CINE_EjectPilotViaParachute ;Second Explosion
- CreateObject
- ObjectNames = GC_Chem_ScudStormMissile
- End
- End
- ObjectCreationList GC_Chem_OCL_ToxicInfantryGamma ;Truck Horn *Beep* *Beep*
- CreateObject
- ObjectNames = GC_Chem_ToxicInfantryGamma
- IgnorePrimaryObstacle = Yes
- Disposition = LIKE_EXISTING
- Count = 1
- RequiresLivePlayer = Yes
- End
- End
- ObjectCreationList SupW_SUPERWEAPON_NeutronMissile ;Fake Horn *Peeb* *Peeb*
- CreateObject
- ObjectNames = GC_Chem_GLAInfantryTunnelDefender
- IgnorePrimaryObstacle = Yes
- Disposition = LIKE_EXISTING
- Count = 1
- RequiresLivePlayer = Yes
- End
- End
- ;------------------------------------------------------------------------------
- ;Motor-Objects:
- Object GC_Chem_PoisonFieldGammaLarge ;Fast
- ; ***DESIGN parameters ***
- EditorSorting = SYSTEM
- KindOf = PORTABLE_STRUCTURE INERT
- TransportSlotCount = 1
- ; ***AUDIO parameters ***
- SoundAmbient = NoSound
- ; *** ENGINEERING Parameters ***
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 999999999.0
- InitialHealth = 999999999.0
- End
- End
- RemoveModule ModuleTag_03
- RemoveModule ModuleTag_04
- RemoveModule ModuleTag_05
- AddModule
- Behavior = DeletionUpdate ModuleTag_DeleteMe
- MinLifetime = 1 ; min lifetime in msec
- MaxLifetime = 1 ; max lifetime in msec
- End
- End
- ReplaceModule ModuleTag_06
- Behavior = DestroyDie ModuleTag_06_Override
- DeathTypes = ALL
- End
- End
- RemoveModule ModuleTag_07
- End
- ;------------------------------------------------------------------------------
- Object GC_Chem_PoisonFieldGammaMedium ;Medium
- ; ***DESIGN parameters ***
- EditorSorting = SYSTEM
- KindOf = PORTABLE_STRUCTURE INERT
- TransportSlotCount = 1
- ; ***AUDIO parameters ***
- SoundAmbient = NoSound
- ; *** ENGINEERING Parameters ***
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 999999999.0
- InitialHealth = 999999999.0
- End
- End
- RemoveModule ModuleTag_03
- RemoveModule ModuleTag_04
- RemoveModule ModuleTag_05
- AddModule
- Behavior = DeletionUpdate ModuleTag_DeleteMe
- MinLifetime = 1 ; min lifetime in msec
- MaxLifetime = 1 ; max lifetime in msec
- End
- End
- ReplaceModule ModuleTag_06
- Behavior = DestroyDie ModuleTag_06_Override
- DeathTypes = ALL
- End
- End
- RemoveModule ModuleTag_07
- End
- ;------------------------------------------------------------------------------
- Object GC_Chem_PoisonFieldGammaSmall ;Slow
- ; ***DESIGN parameters ***
- EditorSorting = SYSTEM
- KindOf = PORTABLE_STRUCTURE INERT
- TransportSlotCount = 1
- ; ***AUDIO parameters ***
- SoundAmbient = NoSound
- ; *** ENGINEERING Parameters ***
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 999999999.0
- InitialHealth = 999999999.0
- End
- End
- RemoveModule ModuleTag_03
- RemoveModule ModuleTag_04
- RemoveModule ModuleTag_05
- AddModule
- Behavior = DeletionUpdate ModuleTag_DeleteMe
- MinLifetime = 1 ; min lifetime in msec
- MaxLifetime = 1 ; max lifetime in msec
- End
- End
- ReplaceModule ModuleTag_06
- Behavior = DestroyDie ModuleTag_06_Override
- DeathTypes = ALL
- End
- End
- RemoveModule ModuleTag_07
- End
- ;------------------------------------------------------------------------------
- Object GC_Slth_JarmenKellBullet ;Stop
- ; *** ART Parameters ***
- ;RemoveModule ModuleTag_01
- ; ***DESIGN parameters ***
- EditorSorting = SYSTEM
- KindOf = PORTABLE_STRUCTURE INERT
- TransportSlotCount = 1
- ; *** ENGINEERING Parameters ***
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 999999999.0
- InitialHealth = 999999999.0
- End
- End
- ReplaceModule ModuleTag_03
- Behavior = DestroyDie ModuleTag_03_Override
- DeathTypes = ALL
- End
- End
- RemoveModule ModuleTag_04
- RemoveModule ModuleTag_05
- AddModule
- Behavior = DeletionUpdate ModuleTag_DeleteMe
- MinLifetime = 1 ; min lifetime in msec
- MaxLifetime = 1 ; max lifetime in msec
- End
- End
- End
- ;------------------------------------------------------------------------------
- FXList CINE_WeaponFX_CruiseMissile
- Sound
- Name = KingTruckHorn
- End
- End
- FXList WeaponFX_CINEConvoyNuke
- Sound
- Name = Taunts_Demo101
- End
- End
- ;------------------------------------------------------------------------------
- Locomotor CINE_U04_B52Locomotor_HIGH
- Surfaces = GROUND
- Speed = 80 ; in dist/sec
- SpeedDamaged = 60 ; in dist/sec
- TurnRate = 120 ; in degrees/sec
- TurnRateDamaged = 120 ; in degrees/sec
- Acceleration = 120 ; in dist/(sec^2)
- AccelerationDamaged = 90 ; in dist/(sec^2)
- Braking = 50 ; in dist/(sec^2)
- MinTurnSpeed = 20 ; in dist/sec
- TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
- ZAxisBehavior = NO_Z_MOTIVE_FORCE
- Appearance = FOUR_WHEELS
- AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration.
- DecelerationPitchLimit = 3 ; Angle limit how far chassis will dip from deceleration.
- BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
- PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
- RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
- PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- ForwardAccelerationPitchFactor = 0.20 ; How much acceleration will cause the front to lift, or dip for stops.
- LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
- HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
- CanMoveBackwards = Yes ; Can move backwards.
- MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
- MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
- FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
- End
- ;------------------------------------------------------------------------------
- Locomotor CINE_U04_B52Locomotor_MEDIUM
- Surfaces = GROUND
- Speed = 50 ; in dist/sec
- SpeedDamaged = 50 ; in dist/sec
- TurnRate = 90 ; in degrees/sec
- TurnRateDamaged = 60 ; in degrees/sec
- Acceleration = 1000 ;400 ; in dist/(sec^2)
- AccelerationDamaged = 1000 ;300 ; in dist/(sec^2)
- Braking = 1000 ;50 ; in dist/(sec^2)
- MinTurnSpeed = 0 ; in dist/sec
- ZAxisBehavior = NO_Z_MOTIVE_FORCE
- Appearance = FOUR_WHEELS
- TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
- AccelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will lift or roll from acceleration.
- DecelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will dip from deceleration.
- PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
- RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
- PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- ForwardAccelerationPitchFactor = 0 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops.
- LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
- HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
- MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model.
- MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis.
- FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
- End
- ;------------------------------------------------------------------------------
- Locomotor CINE_U04_B52Locomotor_LOW
- Surfaces = GROUND
- Speed = 30 ; in dist/sec
- SpeedDamaged = 30 ; in dist/sec
- TurnRate = 180 ;90 ; in degrees/sec
- TurnRateDamaged = 180 ;60 ; in degrees/sec
- Acceleration = 1000 ;30 ; in dist/(sec^2)
- AccelerationDamaged = 1000 ;20 ; in dist/(sec^2)
- Braking = 1000 ;50 ; in dist/(sec^2)
- MinTurnSpeed = 0 ; in dist/sec
- ZAxisBehavior = NO_Z_MOTIVE_FORCE
- Appearance = TREADS
- AccelerationPitchLimit = 10 ; Angle limit how far chassis will lift or roll from acceleration.
- DecelerationPitchLimit = 10 ; Angle limit how far chassis will dip from deceleration.
- PitchStiffness = 1 ; stiffness of the "springs" in the suspension forward & back.
- RollStiffness = 1 ; stiffness of the "springs" in the suspension side to side.
- PitchDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- RollDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- ForwardAccelerationPitchFactor = 1 ; How much acceleration will cause the front to lift, or dip for stops.
- LateralAccelerationRollFactor = 1 ; How much cornering will cause the chassis to roll.
- End
- ;------------------------------------------------------------------------------
- Locomotor CINE_USA08_ComancheLocomotor
- Surfaces = GROUND
- Speed = 0 ; in dist/sec
- SpeedDamaged = 0 ; in dist/sec
- TurnRate = 240 ;90 ; in degrees/sec
- TurnRateDamaged = 240 ;60 ; in degrees/sec
- Acceleration = 1000 ;30 ; in dist/(sec^2)
- AccelerationDamaged = 1000 ;20 ; in dist/(sec^2)
- Braking = 1000 ;50 ; in dist/(sec^2)
- MinTurnSpeed = 0 ; in dist/sec
- ZAxisBehavior = NO_Z_MOTIVE_FORCE
- Appearance = TREADS
- AccelerationPitchLimit = 10 ; Angle limit how far chassis will lift or roll from acceleration.
- DecelerationPitchLimit = 10 ; Angle limit how far chassis will dip from deceleration.
- PitchStiffness = 1 ; stiffness of the "springs" in the suspension forward & back.
- RollStiffness = 1 ; stiffness of the "springs" in the suspension side to side.
- PitchDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- RollDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- ForwardAccelerationPitchFactor = 1 ; How much acceleration will cause the front to lift, or dip for stops.
- LateralAccelerationRollFactor = 1 ; How much cornering will cause the chassis to roll.
- End
- ;------------------------------------------------------------------------------
- ;Sounds:
- AudioEvent KingTruckDisguise
- Sounds = vbomdisa
- Volume = 100
- Priority = high
- Type = ui player
- End
- AudioEvent KingTruckMotorFast
- Sounds = vsnostaa vsnostab vsnostac vsnostad
- Control = random
- Volume = 100
- Type = ui player
- End
- AudioEvent KingTruckMotorMedium
- Sounds = gsalvage
- Volume = 100
- Type = ui player
- End
- AudioEvent KingTruckMotorSlow
- Sounds = voveupgr
- Volume = 100
- Type = ui player
- End
- AudioEvent KingTruckMotorStop
- Sounds = bfaksela
- Volume = 100
- Type = ui player
- End
- AudioEvent KingTruckSpotted
- Sounds = cscudala ;cbaseala
- Volume = 100
- Priority = high
- Type = ui player
- End
- AudioEvent IRPing
- Sounds = icolbeep -AGX says "beep!"
- Control = interrupt
- PitchShift = 100 100
- Limit = 3
- Volume = 10
- Type = world shrouded everyone
- End
- AudioEvent IRPingLoud
- Sounds = icolbeep -AGX says "beep!"
- Control = interrupt
- PitchShift = 120 120
- Limit = 3
- Volume = 100
- Priority = high
- Type = ui player
- End
- AudioEvent SpotterTowerSelect
- Sounds = icolbeep
- PitchShift = 120 120
- Limit = 1
- Volume = 50
- Type = ui player
- End
- AudioEvent KingTruckHorn_Old
- Sounds = chonk ;crighorn audoho1a
- ;Control = random
- PitchShift = -10 20
- Volume = 100
- Priority = high
- Type = world shrouded everyone
- End
- AudioEvent KingTruckHorn
- Sounds = chonk crighorn audoho1a gunitpra gcaralaa
- Control = random
- PitchShift = -90 90
- Volume = 100
- Priority = high
- Type = world shrouded everyone
- End
- AudioEvent KingTruckDie
- Sounds = cnukewho
- Limit = 1
- Volume = 100
- Priority = high
- Type = ui player
- End
- AudioEvent CIAAgentVoiceCreate
- Sounds = iciasea
- Control = random
- Volume = 110
- MinVolume = 100
- Priority = high
- Type = world global player
- End
- AudioEvent CIAAgentVoiceSelect
- Sounds = iciaseb iciasec iciased iciasee ;iciasea
- Control = random
- Volume = 90
- Type = ui voice player
- End
- AudioEvent KingSpotterVoiceSelect
- Sounds = vlissea vlisseb vlissec vlissed
- Control = random
- PitchShift = -20 -20
- Volume = 140
- Type = world global ui voice player
- End
- AudioEvent KingSpotterVoiceCreate
- Sounds = vlissee
- Control = random
- PitchShift = -20 -20
- Volume = 150
- MinVolume = 100
- Priority = high
- Type = world global player
- End
- AudioEvent KingSpotterVoiceMove
- Sounds = vlismoa vlismob vlismoc vlismod vlismoe
- Control = random
- PitchShift = -20 -20
- Volume = 140
- Type = world global ui voice player
- End
- AudioEvent KingSpotterVoiceAttack
- Sounds = vlisata vlisatb vlisatc vlisatd vlisate
- Control = random
- PitchShift = -20 -20
- Volume = 140
- Type = world global ui voice player
- End
- AudioEvent KingSpotterVoiceStealthUpgrade
- Sounds = gstealon ;vlisdec
- Control = random
- ;PitchShift = -20 -20
- Volume = 90 ;160
- Type = ui voice player ;world global
- Limit = 1
- End
- AudioEvent KingSpotterVoiceSpeedUpgrade
- Sounds = vsnostaa vsnostab vsnostac vsnostad
- Control = random
- ;PitchShift = -20 -20
- Volume = 90 ;160
- Type = ui voice player ;world global
- Limit = 1
- End
- AudioEvent KingSpotterVoiceDeploy
- Sounds = vlisdea vlisdeb vlisdec vlisded
- Control = random
- PitchShift = -20 -20
- Volume = 90
- Type = world global ui voice player
- End
- AudioEvent KingSpotterVoiceUndeploy
- Sounds = vlisd2a vlisd2b vlisd2c vlisd2d
- Control = random
- PitchShift = -20 -20
- Volume = 90
- Type = world global ui voice player
- End
- AudioEvent KingTruckVoiceSelect
- Sounds = ipowseb ipowsec ipowsed ipowmoe ;ipowsee ipowsea
- Control = random
- Volume = 90
- Type = ui voice player
- End
- AudioEvent KingTruckVoiceMove
- Sounds = ipowmoa ipowmob ipowmod ipowmof ipowsee ;ipowmoc ipowmoe
- Control = random
- Volume = 90
- Type = ui voice player
- End
- AudioEvent FakeTruckVoiceSelect
- Sounds = ipowseb ipowsec ipowsed ipowmoe ;ipowsee ipowsea
- Control = random
- PitchShift = 20 20
- Volume = 140
- Type = world global ui voice player
- End
- AudioEvent FakeTruckVoiceMove
- Sounds = ipowmoa ipowmob ipowmod ipowmof ipowsee ;ipowmoc ipowmoe
- Control = random
- PitchShift = 20 20
- Volume = 140
- Type = world global ui voice player
- End
- AudioEvent FakeTruckVoiceCreate
- Sounds = vbomdsa ;ipowsea ipowmoc
- Control = random
- PitchShift = 20 20
- Volume = 150
- MinVolume = 100
- Priority = high
- Type = world global player
- End
- ;"This harness will guide us through dangerous night,"
- ;------------------------------------------------------------------------------
- ;King Spotter:
- Object GC_Chem_GLAVehicleRadarVan
- ; *** ART Parameters ***
- SelectPortrait = Rank_Major_China ;SNIntCntup01_L
- ButtonImage = Rank_Major_China ;SNIntCntup01
- UpgradeCameo1 = DefaultUpgrade
- UpgradeCameo2 = GC_Slth_Upgrade_GLAQuadCannonSnipe
- ReplaceModule ModuleTag_01;
- Draw = W3DTruckDraw ModuleTag_01_Override
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = UVRadarVan
- Animation = UVRadarVan.UVRadarVan
- AnimationMode = LOOP
- HideSubObject = HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = REALLYDAMAGED
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- ConditionState = RUBBLE
- Model = UVRadarVan_D
- Animation = UVRadarVan_D.UVRadarVan_D
- AnimationMode = LOOP
- HideSubObject = HEADLIGHT01 HEADLIGHT02 TIRE01 TIRE02 TIRE03 TIRE04 TREADFX01 TREADFX02 TREADFX03 TREADFX04
- End
- End
- End
- AddModule
- Draw = W3DModelDraw ModuleTag_CivilianSupplyTruck
- ConditionState = NONE
- Model = CVSpplyTrk
- HideSubObject = TIRE01 TIRE02 TIRE03 TIRE04 TIRE05 TIRE06 TREADFX01 TREADFX02 TREADFX03 TREADFX04 TREADFX05 TREADFX06
- End
- ConditionState = REALLYDAMAGED
- Model = CVSpplyTrk_D
- HideSubObject = TIRE01 TIRE02 TIRE03 TIRE04 TIRE05 TIRE06 TREADFX01 TREADFX02 TREADFX03 TREADFX04 TREADFX05 TREADFX06
- End
- ConditionState = RUBBLE
- Model = CVSpplyTrk_D1
- HideSubObject = TIRE01 TIRE02 TIRE03 TIRE04 TIRE05 TIRE06 TREADFX01 TREADFX02 TREADFX03 TREADFX04 TREADFX05 TREADFX06
- End
- End
- End
- AddModule
- Draw = W3DTruckDraw ModuleTag_ChinaSupplyTruck
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = NVSSUPPLYTK
- HideSubObject = Cargo01 HEADLIGHT01 HEADLIGHT02
- End
- ConditionState = REALLYDAMAGED
- Model = NVSSUPPLYTK_D
- HideSubObject = Cargo01 HEADLIGHT01 HEADLIGHT02
- End
- ConditionState = RUBBLE
- Model = NVSSUPPLYTK_D
- HideSubObject = Cargo01 HEADLIGHT01 HEADLIGHT02
- End
- TrackMarks = EXTireTrack.tga
- LeftFrontTireBone = Tire01
- RightFrontTireBone = Tire02
- MidLeftRearTireBone = Tire03
- MidRightRearTireBone = Tire04
- LeftRearTireBone = Tire05
- RightRearTireBone = Tire06
- TireRotationMultiplier = 0.2 ; this * speed = rotation.
- PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
- Dust = RocketBuggyDust
- DirtSpray = RocketBuggyDirtSpray
- PowerslideSpray = RocketBuggyDirtPowerSlide
- End
- End
- ; *** AUDIO Parameters ***
- VoiceSelect = KingSpotterVoiceSelect
- VoiceMove = KingSpotterVoiceMove
- VoiceAttack = KingSpotterVoiceAttack
- SoundMoveStart = RadarVanMoveStart
- SoundMoveStartDamaged = RadarVanMoveStart
- SoundStealthOn = StealthOn
- SoundStealthOff = StealthOff
- UnitSpecificSounds
- VoiceCreate = KingSpotterVoiceCreate
- TurretMoveStart = NoSound
- TurretMoveLoop = NoSound
- TruckLandingSound = RocketBuggyLand
- TruckPowerslideSound = RocketBuggyPowerslide
- VoiceCrush = KingSpotterVoiceMove
- VoiceEnter = KingSpotterVoiceMove
- End
- ; ***DESIGN parameters ***
- Prerequisites
- End
- CommandSet = SpotterTruckCommandSet
- KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL
- VisionRange = 150
- ShroudClearingRange = 300
- Locomotor = SET_NORMAL_UPGRADED CINE_U04_B52Locomotor_HIGH ;POWTruckLocomotor <-- "You're too slow!"
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraRequiredKindOf = AIRCRAFT_CARRIER ;we can only detect THE KING, not other stealthed things.
- PingSound = IRPing
- LoudPingSound = IRPingLoud
- IRParticleSysName = IRDetectSonar
- IRBrightParticleSysName = IRDetectSonarBright
- IRGridParticleSysName = IRDetectGrid
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- End
- End
- AddModule
- Behavior = ProductionUpdate ModuleTag_LetMeBuildStuff
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_LetMeSpawnStuff
- UnitCreatePoint = X:0.0 Y:0.0 Z:0.0
- NaturalRallyPoint = X:0.0 Y:0.0 Z:0.0
- End
- End
- AddModule
- Behavior = LocomotorSetUpgrade ModuleTag_SpeedBoost
- TriggeredBy = DefaultUpgrade
- End
- End
- AddModule
- Behavior = StealthUpdate ModuleTag_HideMe
- StealthDelay = 5000 ; msec
- StealthForbiddenConditions = TAKING_DAMAGE
- MoveThresholdSpeed = 3
- InnateStealth = No
- OrderIdleEnemiesToAttackMeUponReveal = Yes
- End
- End
- AddModule
- Behavior = StealthUpgrade ModuleTag_AfterTheUpgrade
- TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe
- End
- End
- AddModule
- Behavior = CommandSetUpgrade ModuleTag_ChangeToStealthCommandSet
- TriggeredBy = DefaultUpgrade
- CommandSet = SpotterTruckSpeedUpgradedCommandSet
- End
- End
- AddModule
- Behavior = CommandSetUpgrade ModuleTag_ChangeToEmptyCommandSet
- TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe
- CommandSet = SpotterTruckStealthUpgradedCommandSet
- End
- End
- AddModule
- Behavior = ReplaceObjectUpgrade ModuleTag_LetMeBeATower
- ReplaceObject = Boss_SpeakerTower
- TriggeredBy = Upgrade_AmericaRadar
- End
- End
- AddModule
- Behavior = ObjectCreationUpgrade ModuleTag_TransformationEffect
- UpgradeObject = OCL_SmallStructureDebris
- TriggeredBy = Upgrade_AmericaRadar
- End
- End
- ; The default explosion
- ReplaceModule ModuleTag_11
- Behavior = SlowDeathBehavior ModuleTag_11_Override
- DeathTypes = ALL
- ProbabilityModifier = 5
- ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely
- DestructionDelay = 0
- DestructionDelayVariance = 200
- FX = FINAL FX_BuggyNewDeathExplosion
- OCL = FINAL OCL_TsingMaTankColumn
- End
- End
- RemoveModule ModuleTag_03
- RemoveModule ModuleTag_05
- RemoveModule ModuleTag_06
- RemoveModule ModuleTag_07
- RemoveModule ModuleTag_08
- End
- ;------------------------------------------------------------------------------
- ;Spotter Tower
- Object Boss_SpeakerTower
- ; *** ART Parameters ***
- SelectPortrait = SNPropSpeaker_L
- ButtonImage = SNPropSpeaker
- UpgradeCameo1 = GC_Slth_Upgrade_GLAQuadCannonSnipe
- ReplaceModule ModuleTag_01
- Draw = W3DModelDraw ModuleTag_01_Override
- OkToChangeModelColor = Yes
- ; day
- ConditionState = NONE
- Model = NBPTower
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ConditionState = DAMAGED
- Model = NBPTower
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ConditionState = REALLYDAMAGED RUBBLE
- Model = NBPTower
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ; day Snow
- ConditionState = SNOW
- Model = NBPTower_S
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ConditionState = DAMAGED SNOW
- Model = NBPTower_S
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ConditionState = REALLYDAMAGED RUBBLE SNOW
- Model = NBPTower_S
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ; night
- ConditionState = NIGHT
- Model = NBPTower_N
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ConditionState = NIGHT DAMAGED
- Model = NBPTower_N
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ConditionState = NIGHT REALLYDAMAGED RUBBLE
- Model = NBPTower_N
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ;Snow Night
- ConditionState = NIGHT SNOW
- Model = NBPTower_NS
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ConditionState = NIGHT SNOW DAMAGED
- Model = NBPTower_NS
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
- Model = NBPTower_NS
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- End
- ;**************************************************************************************************************************
- ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
- ;for this draw module
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
- Model = NBPTower
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
- Model = NBPTower
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
- Model = NBPTower
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
- Model = NBPTower_N
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
- Model = NBPTower_N
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
- Model = NBPTower_N
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
- Model = NBPTower_S
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
- Model = NBPTower_S
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
- Model = NBPTower_S
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
- Model = NBPTower_NS
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
- Model = NBPTower_NS
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
- Model = NBPTower_NS
- HideSubObject = REDLIGHT05 BANNERA01 BANNERA02 BANNERA03 BANNERB01 BANNERB02 BANNERB03 BANNERC01 BANNERC02 BANNERC03 BANNERD01 BANNERD02 BANNERD03
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- ConditionState = AWAITING_CONSTRUCTION
- Model = NONE
- End
- AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION SNOW
- AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
- AliasConditionState = SOLD
- AliasConditionState = SOLD DAMAGED
- AliasConditionState = SOLD REALLYDAMAGED
- AliasConditionState = SOLD NIGHT
- AliasConditionState = SOLD NIGHT DAMAGED
- AliasConditionState = SOLD NIGHT REALLYDAMAGED
- AliasConditionState = SOLD SNOW
- AliasConditionState = SOLD SNOW DAMAGED
- AliasConditionState = SOLD SNOW REALLYDAMAGED
- AliasConditionState = SOLD NIGHT SNOW
- AliasConditionState = SOLD NIGHT SNOW DAMAGED
- AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
- ;**************************************************************************************************************************
- End
- End
- AddModule
- Draw = W3DModelDraw ModuleTag_Patriot
- OkToChangeModelColor = Yes
- ConditionState = NONE
- Model = ABPatriot
- HideSubObject = TURRETEL TURRET01 HOUSECOLOR02 WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04
- End
- AliasConditionState = NIGHT
- ConditionState = DAMAGED
- Model = ABPatriot_D
- HideSubObject = TURRETEL TURRET01 HOUSECOLOR02 WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04
- End
- AliasConditionState = DAMAGED NIGHT
- ConditionState = REALLYDAMAGED RUBBLE
- Model = ABPatriot_E
- HideSubObject = TURRETEL TURRET01 HOUSECOLOR02 WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04
- End
- AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
- ConditionState = SNOW
- Model = ABPatriot_S
- HideSubObject = TURRETEL TURRET01 HOUSECOLOR02 WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04
- End
- AliasConditionState = SNOW NIGHT
- ConditionState = DAMAGED SNOW
- Model = ABPatriot_DS
- HideSubObject = TURRETEL TURRET01 HOUSECOLOR02 WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04
- End
- AliasConditionState = SNOW NIGHT DAMAGED
- ConditionState = REALLYDAMAGED RUBBLE SNOW
- Model = ABPatriot_ES
- HideSubObject = TURRETEL TURRET01 HOUSECOLOR02 WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04
- End
- AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
- ;**************************************************************************************************************************
- ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
- ;for this draw module
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
- Model = ABPatriot
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
- Model = ABPatriot_S
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
- Model = ABPatriot_D
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
- Model = ABPatriot_DS
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
- Model = ABPatriot_E
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
- Model = ABPatriot_ES
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
- ConditionState = AWAITING_CONSTRUCTION
- Model = NONE
- End
- AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION SNOW
- AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
- AliasConditionState = SOLD DAMAGED
- AliasConditionState = SOLD REALLYDAMAGED
- AliasConditionState = SOLD NIGHT
- AliasConditionState = SOLD NIGHT DAMAGED
- AliasConditionState = SOLD NIGHT REALLYDAMAGED
- AliasConditionState = SOLD SNOW
- AliasConditionState = SOLD SNOW DAMAGED
- AliasConditionState = SOLD SNOW REALLYDAMAGED
- AliasConditionState = SOLD NIGHT SNOW
- AliasConditionState = SOLD NIGHT SNOW DAMAGED
- AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
- ;**************************************************************************************************************************
- End
- End
- AddModule
- Draw = W3DModelDraw ModuleTag_Light
- ConditionState = NONE
- Model = CBStadLight
- End
- AliasConditionState = NIGHT
- ConditionState = DAMAGED
- Model = CBStadLight
- End
- AliasConditionState = DAMAGED NIGHT
- ConditionState = REALLYDAMAGED RUBBLE
- Model = CBStadLight
- End
- AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
- ConditionState = SNOW
- Model = CBStadLight
- End
- AliasConditionState = SNOW NIGHT
- ConditionState = DAMAGED SNOW
- Model = CBStadLight
- End
- AliasConditionState = SNOW NIGHT DAMAGED
- ConditionState = REALLYDAMAGED RUBBLE SNOW
- Model = CBStadLight
- End
- AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
- ;**************************************************************************************************************************
- ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
- ;for this draw module
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
- Model = CBStadLight
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
- Model = CBStadLight
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
- Model = CBStadLight
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
- Model = CBStadLight
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
- Model = CBStadLight
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
- Model = CBStadLight
- Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
- End
- AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
- ConditionState = AWAITING_CONSTRUCTION
- Model = NONE
- End
- AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION SNOW
- AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
- AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
- AliasConditionState = SOLD DAMAGED
- AliasConditionState = SOLD REALLYDAMAGED
- AliasConditionState = SOLD NIGHT
- AliasConditionState = SOLD NIGHT DAMAGED
- AliasConditionState = SOLD NIGHT REALLYDAMAGED
- AliasConditionState = SOLD SNOW
- AliasConditionState = SOLD SNOW DAMAGED
- AliasConditionState = SOLD SNOW REALLYDAMAGED
- AliasConditionState = SOLD NIGHT SNOW
- AliasConditionState = SOLD NIGHT SNOW DAMAGED
- AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
- ;**************************************************************************************************************************
- End
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:SpeakerTower
- Side = Boss
- EditorSorting = STRUCTURE
- BuildCost = 500
- BuildTime = 10.0 ; in seconds
- EnergyProduction = 0
- VisionRange = 250
- ShroudClearingRange = 300
- ArmorSet
- Conditions = None
- Armor = StructureArmor
- DamageFX = StructureDamageFXNoShake
- End
- Prerequisites
- End
- CommandSet = SpotterTowerCommandSet
- WeaponSet
- Conditions = None
- Weapon = PRIMARY SuicideWeapon
- AutoChooseSources = PRIMARY None
- End
- KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE CAN_ATTACK
- ; *** AUDIO Parameters ***
- VoiceSelect = SpotterTowerSelect
- SoundOnDamaged = BuildingDamagedStateLight
- SoundOnReallyDamaged = BuildingDestroy
- SoundStealthOn = StealthOn
- SoundStealthOff = StealthOff
- UnitSpecificSounds
- UnderConstruction = UnderConstructionLoop
- End
- ReplaceModule ModuleTag_05
- Body = StructureBody ModuleTag_05_Override
- MaxHealth = 450.0
- InitialHealth = 450.0
- ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
- ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
- SubdualDamageCap = 500
- SubdualDamageHealRate = 500
- SubdualDamageHealAmount = 100
- End
- End
- AddModule ModuleTag_SpotKing
- Behavior = StealthDetectorUpdate ModuleTag_SpotterTowerBehaviorKing
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraRequiredKindOf = AIRCRAFT_CARRIER ;we can only detect THE KING, not other stealthed things.
- PingSound = IRPing
- LoudPingSound = IRPingLoud
- IRParticleSysName = IRDetectSonar
- IRBrightParticleSysName = IRDetectSonarBright
- IRGridParticleSysName = IRDetectGrid
- ;IRBeaconParticleSysName = IRLenzflare
- ;IRParticleSysBone = REDLIGHT05
- End
- End
- AddModule ModuleTag_AI
- Behavior = AIUpdateInterface ModuleTag_AllowMeToUseTheButton
- AutoAcquireEnemiesWhenIdle = No
- End
- End
- AddModule
- Behavior = ReplaceObjectUpgrade ModuleTag_LetMeBeASpotter
- ReplaceObject = GC_Chem_GLAVehicleRadarVan
- TriggeredBy = Upgrade_AmericaRadar
- End
- End
- AddModule
- Behavior = ObjectCreationUpgrade ModuleTag_TransformationEffect
- UpgradeObject = OCL_TankerTruckExplode
- TriggeredBy = Upgrade_AmericaRadar
- End
- End
- AddModule
- Behavior = BaseRegenerateUpdate ModuleTag_RepairMe
- ;No data
- End
- End
- AddModule
- Behavior = ProductionUpdate ModuleTag_LetMeBuildStuff
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_LetMeSpawnStuff
- UnitCreatePoint = X:0.0 Y:0.0 Z:0.0
- NaturalRallyPoint = X:0.0 Y:0.0 Z:0.0
- End
- End
- AddModule
- Behavior = StealthUpdate ModuleTag_SUpdate
- StealthDelay = 5000 ; msec
- StealthForbiddenConditions = TAKING_DAMAGE
- MoveThresholdSpeed = 3
- InnateStealth = No
- OrderIdleEnemiesToAttackMeUponReveal = Yes
- End
- End
- AddModule
- Behavior = StealthUpgrade ModuleTag_SUpgrade
- TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe
- End
- End
- AddModule
- Behavior = CommandSetUpgrade ModuleTag_ChangeCommandSet
- TriggeredBy = DefaultUpgrade
- CommandSet = SpotterTowerUpgradeCommandSet
- End
- End
- AddModule
- Behavior = CommandSetUpgrade ModuleTag_ChangeCommandSet
- TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe
- CommandSet = SpotterTowerCommandSet
- End
- End
- RemoveModule ModuleTag_06
- RemoveModule ModuleTag_11
- RemoveModule ModuleTag_25
- RemoveModule ModuleTag_26
- End
- ;"It humbles the foe with its grace."
- ;------------------------------------------------------------------------------
- Upgrade Upgrade_AmericaRadar ;Switch Upgrade
- DisplayName = UPGRADE:Radar
- Type = OBJECT
- BuildTime = 10.0
- BuildCost = 500
- ButtonImage = SARadarUpgrade
- ResearchSound = OverlordExpansion ;Does need a sound because this upgrade isn't granted immediately! - AGX750
- AcademyClassify = ACT_UPGRADE_RADAR
- End
- ;------------------------------------------------------------------------------
- Object Boss_InfantryRanger
- ; *** ART Parameters ***
- SelectPortrait = NewPlayer
- ButtonImage = NewPlayer
- UpgradeCameo1 = NONE
- UpgradeCameo2 = NONE
- UpgradeCameo3 = NONE
- UpgradeCameo4 = NONE
- ; *** ART Parameters ***
- ReplaceModule ModuleTag_01
- Draw = W3DModelDraw ModuleTag_01_Override
- OkToChangeModelColor = Yes
- DefaultConditionState
- Model = CIUNSL_SKN
- IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21
- IdleAnimation = CIUNSL_SKL.CIUNSL_ID1
- IdleAnimation = CIUNSL_SKL.CIUNSL_ID2
- AnimationMode = ONCE
- WeaponFireFXBone = PRIMARY Muzzle
- WeaponMuzzleFlash = PRIMARY MuzzleFX
- TransitionKey = TRANS_Stand
- End
- ConditionState = FIRING_A
- Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
- AnimationMode = LOOP
- TransitionKey = TRANS_FiringA
- End
- AliasConditionState = BETWEEN_FIRING_SHOTS_A
- AliasConditionState = RELOADING_A
- TransitionState = TRANS_Stand TRANS_FiringA
- Animation = CIUNSL_SKL.CIUNSL_ATA1_ST
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 4 4
- End
- TransitionState = TRANS_FiringA TRANS_Stand
- Animation = CIUNSL_SKL.CIUNSL_ATA1_ED
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 4 4
- End
- ; these aliases handle the attack-move case.
- AliasConditionState = MOVING FIRING_A
- AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
- AliasConditionState = MOVING RELOADING_A
- ConditionState = FREEFALL
- Animation = CIUNSL_SKL.CIUNSL_PFL
- AnimationMode = LOOP
- TransitionKey = TRANS_Falling
- End
- ConditionState = PARACHUTING
- Animation = CIUNSL_SKL.CIUNSL_PHG
- AnimationMode = LOOP
- TransitionKey = TRANS_Chute
- End
- AliasConditionState = PARACHUTING DYING
- ConditionState = MOVING
- Animation = CIUNSL_SKL.CIUNSL_RNA
- AnimationMode = LOOP
- Flags = RANDOMSTART
- TransitionKey = None
- End
- ConditionState = DYING
- Animation = CIUNSL_SKL.CIUNSL_DTA
- Animation = CIUNSL_SKL.CIUNSL_DTB
- AnimationMode = ONCE
- TransitionKey = TRANS_Dying
- End
- TransitionState = TRANS_Dying TRANS_Flailing
- Animation = CIUNSL_SKL.CIUNSL_ADTA1
- AnimationMode = ONCE
- End
- ConditionState = DYING EXPLODED_FLAILING
- Animation = CIUNSL_SKL.CIUNSL_ADTA2
- AnimationMode = LOOP
- TransitionKey = TRANS_Flailing
- End
- ConditionState = DYING EXPLODED_BOUNCING
- Animation = CIUNSL_SKL.CIUNSL_ADTA3
- AnimationMode = ONCE
- TransitionKey = None
- End
- AliasConditionState = DYING SPLATTED
- TransitionState = TRANS_Falling TRANS_Chute
- Animation = CIUNSL_SKL.CIUNSL_POP
- AnimationMode = ONCE
- End
- TransitionState = TRANS_Chute TRANS_Stand
- Animation = CIUNSL_SKL.CIUNSL_PTD
- AnimationMode = ONCE
- End
- End
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:UNSoldier
- TransportSlotCount = 0
- Prerequisites
- Science = SCIENCE_Rank2
- End
- ArmorSet
- Conditions = None
- Armor = ChemSuitHumanArmor
- DamageFX = InfantryDamageFX
- End
- CommandSet = GenericCommandSet
- KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE
- ; *** AUDIO Parameters ***
- VoiceSelect = CIAAgentVoiceSelect
- VoiceMove = CIAAgentVoiceMove
- VoiceGuard = CIAAgentVoiceMove
- VoiceAttack = CIAAgentVoiceAttack
- VoiceFear = CIAAgentVoiceDie
- UnitSpecificSounds
- VoiceEnter = CIAAgentVoiceMove
- VoiceEnterHostile = CIAAgentVoiceMove
- VoiceGarrison = CIAAgentVoiceMove
- VoiceCreate = CIAAgentVoiceCreate
- VoiceGetHealed = CIAAgentVoiceMove
- End
- ; --- begin Death modules ---
- ReplaceModule ModuleTag_Death01
- Behavior = SlowDeathBehavior ModuleTag_Death01_Override
- DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
- SinkDelay = 3000
- SinkRate = 0.5 ; in Dist/Sec
- DestructionDelay = 8000
- FX = INITIAL FX_CIAAgentDie
- 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 FX_CIAAgentDie
- FlingForce = 8
- FlingForceVariance = 3
- FlingPitch = 60
- FlingPitchVariance = 10
- End
- End
- AddModule
- Behavior = VeterancyGainCreate ModuleTag_LevelUp
- StartingLevel = ELITE
- End
- End
- RemoveModule ModuleTag_04
- RemoveModule ModuleTag_10
- RemoveModule ModuleTag_18
- RemoveModule ModuleTag_19
- RemoveModule ModuleTag_20
- RemoveModule ModuleTag_21
- RemoveModule ModuleTag_Armor01
- End
- ;------------------------------------------------------------------------------
- ;King Spawner:
- Object Boss_PatriotBinaryDataStream
- RemoveModule ModuleTag_01
- RemoveModule ModuleTag_02
- KindOf = NO_COLLIDE IGNORES_SELECT_ALL
- AddModule
- Behavior = OCLUpdate ModuleTag_SpawnKing ; Context window is a reaction to this, no CommandSet
- MinDelay = 0
- MaxDelay = 0
- CreateAtEdge = No ; as opposed to just creating on self
- FactionTriggered = Yes ; This requires a controlling player before it works
- FactionOCL = Faction:America OCL:GC_Slth_SUPERWEAPON_RebelAmbush1
- FactionOCL = Faction:AmericaSuperWeaponGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush1
- FactionOCL = Faction:AmericaLaserGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush1
- FactionOCL = Faction:AmericaAirForceGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush1
- FactionOCL = Faction:China OCL:GC_Slth_SUPERWEAPON_RebelAmbush2
- FactionOCL = Faction:ChinaTankGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush2
- FactionOCL = Faction:ChinaInfantryGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush2
- FactionOCL = Faction:ChinaNukeGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush2
- FactionOCL = Faction:GLA OCL:GC_Slth_SUPERWEAPON_RebelAmbush3
- FactionOCL = Faction:GLAToxinGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush3
- FactionOCL = Faction:GLADemolitionGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush3
- FactionOCL = Faction:GLAStealthGeneral OCL:GC_Slth_SUPERWEAPON_RebelAmbush3
- End
- End
- AddModule
- Behavior = DefaultProductionExitUpdate ModuleTag_SpawnPoint
- NaturalRallyPoint = X:0.0 Y:0.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML
- UseSpawnRallyPoint = No
- End
- End
- ReplaceModule ModuleTag_03
- Behavior = DeletionUpdate ModuleTag_03_Override
- MinLifetime = 10 ; min lifetime in msec
- MaxLifetime = 10 ; max lifetime in msec
- End
- End
- End
- ;------------------------------------------------------------------------------
- ;King Box:
- Object GLAVehicleDozer
- ReplaceModule ModuleTag_01
- Draw = W3DModelDraw ModuleTag_01_Override
- DefaultConditionState
- Model = PMWineVat
- End
- End
- End
- ArmorSet
- Conditions = None
- Armor = InvulnerableArmor
- End
- ; *** ENGINEERING Parameters ***
- RadarPriority = NOT_ON_RADAR
- KindOf = PRELOAD STRUCTURE IMMOBILE IGNORES_SELECT_ALL PARACHUTABLE
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 999999999.0
- InitialHealth = 999999999.0
- End
- End
- AddModule
- Behavior = OCLUpdate ModuleTag_SpawnKing ; Context window is a reaction to this, no CommandSet
- MinDelay = 12000
- MaxDelay = 12000
- CreateAtEdge = No ; as opposed to just creating on self
- FactionTriggered = Yes ; This requires a controlling player before it works
- FactionOCL = Faction:America OCL:OCL_CINE_U05_TechnicalAirDeathStart
- FactionOCL = Faction:AmericaSuperWeaponGeneral OCL:OCL_CINE_U05_TechnicalAirDeathStart
- FactionOCL = Faction:AmericaLaserGeneral OCL:OCL_CINE_U05_TechnicalAirDeathStart
- FactionOCL = Faction:AmericaAirForceGeneral OCL:OCL_CINE_U05_TechnicalAirDeathStart
- FactionOCL = Faction:China OCL:OCL_CINE_U05_TechnicalAirDeathStart02
- FactionOCL = Faction:ChinaTankGeneral OCL:OCL_CINE_U05_TechnicalAirDeathStart02
- FactionOCL = Faction:ChinaInfantryGeneral OCL:OCL_CINE_U05_TechnicalAirDeathStart02
- FactionOCL = Faction:ChinaNukeGeneral OCL:OCL_CINE_U05_TechnicalAirDeathStart02
- FactionOCL = Faction:GLA OCL:OCL_MIGDeathFinalBlowUp_CinematicVersion
- FactionOCL = Faction:GLAToxinGeneral OCL:OCL_MIGDeathFinalBlowUp_CinematicVersion
- FactionOCL = Faction:GLADemolitionGeneral OCL:OCL_MIGDeathFinalBlowUp_CinematicVersion
- FactionOCL = Faction:GLAStealthGeneral OCL:OCL_MIGDeathFinalBlowUp_CinematicVersion
- End
- End
- AddModule
- Behavior = LifetimeUpdate ModuleTag_KillMe
- MinLifetime = 20000 ; min lifetime in msec
- MaxLifetime = 20000 ; max lifetime in msec
- End
- End
- AddModule
- Behavior = SlowDeathBehavior ModuleTag_Effect
- DeathTypes = ALL
- FX = FINAL WeaponFX_BombTruckDefaultBombDetonation
- End
- End
- RemoveModule ModuleTag_03
- RemoveModule ModuleTag_04
- RemoveModule ModuleTag_21
- Scale = 1.5
- Geometry = BOX
- GeometryMajorRadius = 15.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 13.5
- GeometryIsSmall = Yes
- Shadow = SHADOW_VOLUME
- End
- ;------------------------------------------------------------------------------
- ;Object LargeParachute
- ; ReplaceModule ModuleTag_05
- ; Behavior = ParachuteContain ModuleTag_05_Override
- ; PitchRateMax = 60 ; deg/sec
- ; RollRateMax = 60 ; deg/sec
- ; LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground
- ; ParachuteOpenDist = 25.0 ; how far we have to fall 'till we open our 'chute
- ; AllowInsideKindOf = INFANTRY VEHICLE PARACHUTABLE HERO
- ; ParachuteOpenSound = ParachuteOpen
- ; End
- ; End
- ;End
- ;------------------------------------------------------------------------------
- ;Hide me from any detection... except from the King-Spotter!
- Object SpySatellitePing
- ReplaceModule ModuleTag_04
- Behavior = StealthDetectorUpdate ModuleTag_04_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object RadarVanPing
- ReplaceModule ModuleTag_04
- Behavior = StealthDetectorUpdate ModuleTag_04_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object AmericaInfantryPathfinder
- ReplaceModule ModuleTag_08
- Behavior = StealthDetectorUpdate ModuleTag_08_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object AirF_AmericaInfantryPathfinder
- ReplaceModule ModuleTag_08
- Behavior = StealthDetectorUpdate ModuleTag_08_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Lazr_AmericaInfantryPathfinder
- ReplaceModule ModuleTag_08
- Behavior = StealthDetectorUpdate ModuleTag_08_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object SupW_AmericaInfantryPathfinder
- ReplaceModule ModuleTag_08
- Behavior = StealthDetectorUpdate ModuleTag_08_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object AmericaVehicleSentryDrone
- ReplaceModule ModuleTag_12
- Behavior = StealthDetectorUpdate ModuleTag_12_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 225 ;Dustin, enable this for independant balancing!
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object AirF_AmericaVehicleSentryDrone
- ReplaceModule ModuleTag_12
- Behavior = StealthDetectorUpdate ModuleTag_12_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 225 ;Dustin, enable this for independant balancing!
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Lazr_AmericaVehicleSentryDrone
- ReplaceModule ModuleTag_12
- Behavior = StealthDetectorUpdate ModuleTag_12_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 225 ;Dustin, enable this for independant balancing!
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object SupW_AmericaVehicleSentryDrone
- ReplaceModule ModuleTag_12
- Behavior = StealthDetectorUpdate ModuleTag_12_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 225 ;Dustin, enable this for independant balancing!
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object AmericaVehicleScoutDrone
- ReplaceModule ModuleTag_04
- Behavior = StealthDetectorUpdate ModuleTag_04_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object AirF_AmericaVehicleScoutDrone
- ReplaceModule ModuleTag_04
- Behavior = StealthDetectorUpdate ModuleTag_04_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Lazr_AmericaVehicleScoutDrone
- ReplaceModule ModuleTag_04
- Behavior = StealthDetectorUpdate ModuleTag_04_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object SupW_AmericaVehicleScoutDrone
- ReplaceModule ModuleTag_04
- Behavior = StealthDetectorUpdate ModuleTag_04_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object AmericaVehicleSpyDrone
- ReplaceModule ModuleTag_05
- Behavior = StealthDetectorUpdate ModuleTag_05_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object AirF_AmericaVehicleSpyDrone
- ReplaceModule ModuleTag_05
- Behavior = StealthDetectorUpdate ModuleTag_05_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Lazr_AmericaVehicleSpyDrone
- ReplaceModule ModuleTag_05
- Behavior = StealthDetectorUpdate ModuleTag_05_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object SupW_AmericaVehicleSpyDrone
- ReplaceModule ModuleTag_05
- Behavior = StealthDetectorUpdate ModuleTag_05_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object AirF_AmericaJetRaptor
- ReplaceModule ModuleTag_24
- Behavior = StealthDetectorUpdate ModuleTag_24_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)ncing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object GLAVehicleRadarVan
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 250 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Chem_GLAVehicleRadarVan
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 250 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Demo_GLAVehicleRadarVan
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 250 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Slth_GLAVehicleRadarVan
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 250 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object ChinaInfantryBlackLotus
- ReplaceModule ModuleTag_44
- Behavior = StealthDetectorUpdate ModuleTag_44_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Infa_ChinaInfantryBlackLotus
- ReplaceModule ModuleTag_44
- Behavior = StealthDetectorUpdate ModuleTag_44_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Nuke_ChinaInfantryBlackLotus
- ReplaceModule ModuleTag_44
- Behavior = StealthDetectorUpdate ModuleTag_44_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Tank_ChinaInfantryBlackLotus
- ReplaceModule ModuleTag_44
- Behavior = StealthDetectorUpdate ModuleTag_44_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object ChinaVehicleListeningOutpost ;Remove ping sound!
- ReplaceModule ModuleTag_03
- Behavior = StealthDetectorUpdate ModuleTag_03_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 300 ;John, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- End
- End
- End
- Object Infa_ChinaVehicleListeningOutpost
- ReplaceModule ModuleTag_03
- Behavior = StealthDetectorUpdate ModuleTag_03_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 300 ;John, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- End
- End
- End
- Object Nuke_ChinaVehicleListeningOutpost
- ReplaceModule ModuleTag_03
- Behavior = StealthDetectorUpdate ModuleTag_03_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 300 ;John, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- End
- End
- End
- Object Tank_ChinaVehicleListeningOutpost
- ReplaceModule ModuleTag_03
- Behavior = StealthDetectorUpdate ModuleTag_03_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 300 ;John, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object ChinaVehicleTroopCrawler
- ReplaceModule ModuleTag_03
- Behavior = StealthDetectorUpdate ModuleTag_03_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Infa_ChinaVehicleTroopCrawler
- ReplaceModule ModuleTag_03
- Behavior = StealthDetectorUpdate ModuleTag_03_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Nuke_ChinaVehicleTroopCrawler
- ReplaceModule ModuleTag_03
- Behavior = StealthDetectorUpdate ModuleTag_03_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Tank_ChinaVehicleTroopCrawler
- ReplaceModule ModuleTag_03
- Behavior = StealthDetectorUpdate ModuleTag_03_Override
- DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- IRBeaconParticleSysName = IRLenzflare
- IRParticleSysBone = IRFX
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object AmericaStrategyCenter
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- InitiallyDisabled = Yes ; only will be active when search & destroy plan active.
- DetectionRange = 500 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object AirF_AmericaStrategyCenter
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- InitiallyDisabled = Yes ; only will be active when search & destroy plan active.
- DetectionRange = 500 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Lazr_AmericaStrategyCenter
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- InitiallyDisabled = Yes ; only will be active when search & destroy plan active.
- DetectionRange = 500 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object SupW_AmericaStrategyCenter
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- InitiallyDisabled = Yes ; only will be active when search & destroy plan active.
- DetectionRange = 500 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object AmericaPatriotBattery
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object AirF_AmericaPatriotBattery
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Lazr_AmericaPatriotBattery
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object SupW_AmericaPatriotBattery ;Of course... it's ModuleTag_05...
- ReplaceModule ModuleTag_05
- Behavior = StealthDetectorUpdate ModuleTag_05_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object ChinaGattlingCannon
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Infa_ChinaGattlingCannon
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Nuke_ChinaGattlingCannon
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Tank_ChinaGattlingCannon
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object ChinaTankOverlordGattlingCannon
- ReplaceModule ModuleTag_06
- Behavior = StealthDetectorUpdate ModuleTag_06_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileContained = Yes
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Nuke_ChinaTankOverlordGattlingCannon
- ReplaceModule ModuleTag_06
- Behavior = StealthDetectorUpdate ModuleTag_06_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileContained = Yes
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Tank_ChinaTankOverlordGattlingCannon
- ReplaceModule ModuleTag_06
- Behavior = StealthDetectorUpdate ModuleTag_06_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- CanDetectWhileContained = Yes
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object ChinaHelixGattlingCannon
- ReplaceModule ModuleTag_SDU
- Behavior = StealthDetectorUpdate ModuleTag_SDU_Override
- DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Nuke_ChinaHelixGattlingCannon
- ReplaceModule ModuleTag_SDU
- Behavior = StealthDetectorUpdate ModuleTag_SDU_Override
- DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Tank_ChinaHelixGattlingCannon
- ReplaceModule ModuleTag_SDU
- Behavior = StealthDetectorUpdate ModuleTag_SDU_Override
- DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object GLAInfantryStingerSoldier
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Chem_GLAInfantryStingerSoldier
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Demo_GLAInfantryStingerSoldier
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Slth_GLAInfantryStingerSoldier
- ReplaceModule ModuleTag_16
- Behavior = StealthDetectorUpdate ModuleTag_16_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 200 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object GLATunnelNetwork
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Chem_GLATunnelNetwork
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Demo_GLATunnelNetwork
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Slth_GLATunnelNetwork
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object GLATunnelNetworkNoSpawn ;Only normal GLA!
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- Object GLASneakAttackTunnelNetwork
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Chem_GLASneakAttackTunnelNetwork
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Demo_GLASneakAttackTunnelNetwork
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- Object Slth_GLASneakAttackTunnelNetwork
- ReplaceModule ModuleTag_13
- Behavior = StealthDetectorUpdate ModuleTag_13_Override
- DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
- DetectionRange = 150 ;Dustin, enable this for independant balancing!
- CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
- CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
- ExtraForbiddenKindOf = AIRCRAFT_CARRIER
- End
- End
- End
- ;------------------------------------------------------------------------------
- ;Object AmericaInfantryColonelBurton
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE CANNOT_RETALIATE
- ;End
- ;Object AirF_AmericaInfantryColonelBurton
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE CANNOT_RETALIATE
- ;End
- ;Object Lazr_AmericaInfantryColonelBurton
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE CANNOT_RETALIATE
- ;End
- ;Object SupW_AmericaInfantryColonelBurton
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE CANNOT_RETALIATE
- ;End
- ;------------------------------------------------------------------------------
- ;Object ChinaInfantryBlackLotus
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE CANNOT_RETALIATE
- ;End
- ;Object Infa_ChinaInfantryBlackLotus
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE CANNOT_RETALIATE
- ;End
- ;Object Nuke_ChinaInfantryBlackLotus
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE CANNOT_RETALIATE
- ;End
- ;Object Tank_ChinaInfantryBlackLotus
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE CANNOT_RETALIATE
- ;End
- ;----------------------------------------------------------------------------
- ;Object GLAInfantryJarmenKell
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE CANNOT_RETALIATE
- ;End
- ;Object Chem_GLAInfantryJarmenKell
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE CANNOT_RETALIATE
- ;End
- ;Object Demo_GLAInfantryJarmenKell
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE CANNOT_RETALIATE
- ;End
- ;Object Slth_GLAInfantryJarmenKell
- ; KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE CANNOT_RETALIATE
- ;End
- ;------------------------------------------------------------------------------
- ;Second Explosion
- Object GC_Chem_ScudStormMissile
- RemoveModule ModuleTag_01
- RemoveModule ModuleTag_03
- RemoveModule ModuleTag_04
- RemoveModule ModuleTag_05
- RemoveModule ModuleTag_06
- RemoveModule ModuleTag_07
- RemoveModule ModuleTag_08
- RemoveModule ModuleTag_09
- AddModule
- Behavior = FireWeaponWhenDeadBehavior ModuleTag_BigBoomAgain
- DeathWeapon = GrandExplosion
- StartsActive = Yes
- End
- End
- AddModule
- Behavior = LifetimeUpdate ModuleTag_KillMe
- MinLifetime = 100
- MaxLifetime = 100
- End
- End
- End
- ;------------------------------------------------------------------------------
- ;Repair Horn
- Object GC_Chem_ToxicInfantryGamma
- RemoveModule ModuleTag_01
- RemoveModule ModuleTag_07
- RemoveModule ModuleTag_08
- RemoveModule ModuleTag_09
- ; *** ENGINEERING Parameters ***
- RadarPriority = NOT_ON_RADAR
- KindOf = PRELOAD CAN_CAST_REFLECTIONS IGNORES_SELECT_ALL NO_SELECT NO_COLLIDE
- VisionRange = 0
- ShroudClearingRange = 0
- ArmorSet
- Conditions = None
- Armor = InvulnerableAllArmor
- DamageFX = DamageFX_Empty
- End
- ReplaceModule ModuleTag_06
- Behavior = SlowDeathBehavior ModuleTag_06_Override
- DestructionDelay = 0
- End
- End
- AddModule
- Behavior = UpgradeDie ModuleTag_RemoveSelf
- DeathTypes = ALL
- UpgradeToRemove = Upgrade_GLAWorkerFakeCommandSet ModuleTag_Horn
- End
- End
- AddModule
- Behavior = FireWeaponUpdate ModuleTag_HornSound
- Weapon = KingTruckTaunt
- End
- End
- ;LifetimeUpdate = 3000
- End
- ;------------------------------------------------------------------------------
- ;Truck Horn
- Object GC_Chem_GLAInfantryTunnelDefender
- RemoveModule ModuleTag_01
- ; *** ENGINEERING Parameters ***
- RadarPriority = NOT_ON_RADAR
- KindOf = PRELOAD CAN_CAST_REFLECTIONS IGNORES_SELECT_ALL NO_SELECT NO_COLLIDE
- VisionRange = 0
- ShroudClearingRange = 0
- ArmorSet
- Conditions = None
- Armor = InvulnerableAllArmor
- DamageFX = DamageFX_Empty
- End
- RemoveModule ModuleTag_03
- RemoveModule ModuleTag_06
- RemoveModule ModuleTag_08
- ReplaceModule ModuleTag_Death01
- Behavior = SlowDeathBehavior ModuleTag_Death01_Override
- DestructionDelay = 0
- End
- End
- RemoveModule ModuleTag_Death02
- RemoveModule ModuleTag_Death03
- RemoveModule ModuleTag_Death04
- RemoveModule ModuleTag_Death05
- RemoveModule ModuleTag_Death06
- RemoveModule ModuleTag_Death07
- RemoveModule ModuleTag_12
- AddModule
- Behavior = UpgradeDie ModuleTag_RemoveSelf
- DeathTypes = ALL
- UpgradeToRemove = Upgrade_GLAWorkerFakeCommandSet ModuleTag_Horn
- End
- End
- AddModule
- Behavior = FireWeaponUpdate ModuleTag_HornSound
- Weapon = KingTruckTaunt
- End
- End
- AddModule
- Behavior = LifetimeUpdate ModuleTag_KillMe
- MinLifetime = 1500 ;More Beeps, General. Our generosity is limitless.
- MaxLifetime = 1500
- End
- End
- End
- ;------------------------------------------------------------------------------
- ;Spotter Speed Upgrade Object
- Object GC_Chem_GLAInfantryJarmenKell
- RemoveModule ModuleTag_01
- ; *** ENGINEERING Parameters ***
- RadarPriority = NOT_ON_RADAR
- KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE NO_SELECT NO_COLLIDE
- VisionRange = 0
- ArmorSet
- Conditions = None
- Armor = InvulnerableAllArmor
- DamageFX = DamageFX_Empty
- End
- Prerequisites
- Science = SCIENCE_Rank3
- End
- UnitSpecificSounds
- VoiceCreate = KingSpotterVoiceSpeedUpgrade
- End
- MaxSimultaneousOfType = 1
- AddModule
- Behavior = GrantUpgradeCreate ModuleTag_UpgradeComplete
- UpgradeToGrant = DefaultUpgrade
- End
- End
- AddModule
- Behavior = DeletionUpdate ModuleTag_DeleteMe
- MinLifetime = 10
- MaxLifetime = 10
- End
- End
- End
- Upgrade DefaultUpgrade
- Type = PLAYER
- BuildTime = 5.0
- BuildCost = 500
- ButtonImage = SCTempDefaultInventory
- UnitSpecificSound = OverlordExpansion
- End
- ;------------------------------------------------------------------------------
- ;Spotter Stealth Upgrade Object
- Object CINE_GLAInfantryJarmenKell ;Ohh look! It's Mr.Kell again!
- RemoveModule ModuleTag_01
- ; *** ENGINEERING Parameters ***
- RadarPriority = NOT_ON_RADAR
- KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE NO_SELECT NO_COLLIDE
- VisionRange = 0
- ArmorSet
- Conditions = None
- Armor = InvulnerableAllArmor
- DamageFX = DamageFX_Empty
- End
- Prerequisites
- Science = SCIENCE_Rank5
- End
- UnitSpecificSounds
- VoiceCreate = KingSpotterVoiceStealthUpgrade
- End
- MaxSimultaneousOfType = 1
- AddModule
- Behavior = GrantUpgradeCreate ModuleTag_UpgradeComplete
- UpgradeToGrant = GC_Slth_Upgrade_GLAQuadCannonSnipe
- End
- End
- AddModule
- Behavior = DeletionUpdate ModuleTag_DeleteMe
- MinLifetime = 10
- MaxLifetime = 10
- End
- End
- End
- Upgrade GC_Slth_Upgrade_GLAQuadCannonSnipe
- DisplayName = UPGRADE:QuadCannonSnipe
- BuildTime = 5.0
- BuildCost = 500
- ButtonImage = SUSnipBull
- End
- ;------------------------------------------------------------------------------
- Object CivilianVehicleFerry ;Hide my portrait!
- KindOf = SELECTABLE TRANSPORT SHOW_PORTRAIT_WHEN_CONTROLLED
- End
- ;------------------------------------------------------------------------------
- CommandSet AmericaCommandCenterCommandSet
- 1 = Command_ConstructAmericaDozer
- 2 = Command_SpectreGunship
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 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_ChinaJetMIGFireNapalmMissile
- 14 = Command_Sell
- End
- CommandSet AirF_AmericaCommandCenterCommandSet
- 1 = AirF_Command_ConstructAmericaDozer
- 2 = AirF_Command_SpectreGunship
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 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_ChinaJetMIGFireNapalmMissile
- 14 = Command_Sell
- End
- CommandSet SupW_AmericaCommandCenterCommandSet
- 1 = SupW_Command_ConstructAmericaDozer
- 2 = AirF_Command_SpectreGunship
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Early_Command_LeafletDrop
- 5 = Command_A10ThunderboltMissileStrike
- 6 = Command_Paradrop
- 7 = Command_SpyDrone
- 8 = Command_EmergencyRepair
- 9 = Command_DaisyCutter
- 10 = Command_SpySatelliteScan
- 13 = Command_ChinaJetMIGFireNapalmMissile
- 14 = Command_Sell
- End
- CommandSet Lazr_AmericaCommandCenterCommandSet
- 1 = Lazr_Command_ConstructAmericaDozer
- 2 = Command_SpectreGunship
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_LeafletDrop
- 5 = Command_A10ThunderboltMissileStrike
- 6 = Command_Paradrop
- 7 = Command_SpyDrone
- 8 = Command_EmergencyRepair
- 9 = Command_DaisyCutter
- 10 = Command_SpySatelliteScan
- 13 = Command_ChinaJetMIGFireNapalmMissile
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- CommandSet ChinaCommandCenterCommandSet
- 1 = Command_ConstructChinaDozer
- 2 = Early_Command_ChinaCarpetBomb
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 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_NapalmStrike
- 14 = Command_Sell
- End
- CommandSet ChinaCommandCenterCommandSetUpgrade
- 1 = Command_ConstructChinaDozer
- 2 = Early_Command_ChinaCarpetBomb
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 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_NapalmStrike
- 14 = Command_Sell
- End
- CommandSet Nuke_ChinaCommandCenterCommandSet
- 1 = Nuke_Command_ConstructChinaDozer
- 2 = Nuke_Command_ChinaCarpetBomb
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 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_NapalmStrike
- 14 = Command_Sell
- End
- CommandSet Nuke_ChinaCommandCenterCommandSetUpgrade
- 1 = Nuke_Command_ConstructChinaDozer
- 2 = Nuke_Command_ChinaCarpetBomb
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Command_ArtilleryBarrage
- 7 = Early_Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 12 = Command_UpgradeEMPMines
- 13 = Command_NapalmStrike
- 14 = Command_Sell
- End
- CommandSet Infa_ChinaCommandCenterCommandSet
- 1 = Infa_Command_ConstructChinaDozer
- 2 = Early_Command_ChinaCarpetBomb
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_ClusterMines
- 5 = Infa_Command_Paradrop
- 6 = Command_ArtilleryBarrage
- 7 = Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Early_Command_Frenzy
- 12 = Command_UpgradeChinaMines
- 13 = Command_NapalmStrike
- 14 = Command_Sell
- End
- CommandSet Infa_ChinaCommandCenterCommandSetUpgrade
- 1 = Infa_Command_ConstructChinaDozer
- 2 = Command_ChinaCarpetBomb
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_ClusterMines
- 5 = Infa_Command_Paradrop
- 6 = Command_ArtilleryBarrage
- 7 = Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 12 = Command_UpgradeEMPMines
- 13 = Command_NapalmStrike
- 14 = Command_Sell
- End
- CommandSet Tank_ChinaCommandCenterCommandSet
- 1 = Tank_Command_ConstructChinaDozer
- 2 = Command_ChinaCarpetBomb
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Command_ArtilleryBarrage
- 7 = Early_Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Command_Frenzy
- 11 = Tank_Command_TankParadrop
- 12 = Command_UpgradeChinaMines
- 13 = Command_NapalmStrike
- 14 = Command_Sell
- End
- CommandSet Tank_ChinaCommandCenterCommandSetUpgrade
- 1 = Tank_Command_ConstructChinaDozer
- 2 = Command_ChinaCarpetBomb
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_ClusterMines
- 5 = Command_CashHack
- 6 = Command_ArtilleryBarrage
- 7 = Early_Command_EmergencyRepair
- 8 = Command_EMPPulse
- 9 = Command_UpgradeChinaRadar
- 10 = Command_Frenzy
- 11 = Tank_Command_TankParadrop
- 12 = Command_UpgradeEMPMines
- 13 = Command_NapalmStrike
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- CommandSet GLACommandCenterCommandSet
- 1 = Command_ConstructGLAWorker
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 13 = Command_NapalmStrikeFromShortcut
- 14 = Command_Sell
- End
- CommandSet Demo_GLACommandCenterCommandSet
- 1 = Demo_Command_ConstructGLAWorker
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 13 = Command_NapalmStrikeFromShortcut
- 14 = Command_Sell
- End
- CommandSet Demo_GLACommandCenterCommandSetUpgrade
- 1 = Demo_Command_ConstructGLAWorker
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 12 = Demo_Command_TertiarySuicide
- 13 = Command_NapalmStrikeFromShortcut
- 14 = Command_Sell
- End
- CommandSet Slth_GLACommandCenterCommandSet
- 1 = Slth_Command_ConstructGLAWorker
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 4 = Slth_Command_GPSScrambler
- 5 = Command_Ambush
- 6 = Early_Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 12 = Command_UpgradeGLACamoNetting
- 13 = Command_NapalmStrikeFromShortcut
- 14 = Command_Sell
- End
- CommandSet Chem_GLACommandCenterCommandSet
- 1 = Chem_Command_ConstructGLAWorker
- 3 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper
- 5 = Chem_Command_Ambush
- 6 = Command_EmergencyRepair
- 7 = Command_AnthraxBomb
- 8 = Command_SneakAttack
- 13 = Command_NapalmStrikeFromShortcut
- 14 = Command_Sell
- End
- ;------------------------------------------------------------------------------
- CommandSet SpecialPowerShortcutUSA
- 1 = Command_SpyDroneFromShortcut
- 2 = Command_ParadropFromShortcut
- 3 = Command_A10ThunderboltMissileStrikeFromShortcut
- 4 = Command_EmergencyRepairFromShortcut
- 5 = Command_DaisyCutterFromShortcut
- 6 = Command_FireParticleUplinkCannonFromShortcut
- 7 = Command_SpySatelliteScanFromShortcut
- 8 = Command_CIAIntelligenceFromShortcut
- 9 = Command_SpectreGunshipFromShortcut
- 10 = Command_LeafletDropFromShortcut
- 11 = Command_ChinaJetMIGFireNapalmMissile
- End
- CommandSet AirF_SpecialPowerShortcutUSA
- 1 = Command_SpyDroneFromShortcut
- 2 = Command_ParadropFromShortcut
- 3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut
- 4 = Early_Command_EmergencyRepairFromShortcut
- 5 = Command_DaisyCutterFromShortcut
- 6 = Command_FireParticleUplinkCannonFromShortcut
- 7 = Command_SpySatelliteScanFromShortcut
- 8 = Command_CIAIntelligenceFromShortcut
- 9 = AirF_Command_SpectreGunshipFromShortcut
- 10 = Command_LeafletDropFromShortcut
- 11 = AirF_Command_CarpetBombFromShortcut
- 12 = Command_ChinaJetMIGFireNapalmMissile
- End
- CommandSet SupW_SpecialPowerShortcutUSA
- 1 = Command_SpyDroneFromShortcut
- 2 = Command_ParadropFromShortcut
- 3 = Command_A10ThunderboltMissileStrikeFromShortcut
- 4 = Command_EmergencyRepairFromShortcut
- 5 = Command_DaisyCutterFromShortcut
- 6 = Command_SpySatelliteScanFromShortcut
- 7 = SupW_Command_FireParticleUplinkCannonFromShortcut
- 8 = AirF_Command_SpectreGunshipFromShortcut
- 9 = Early_Command_LeafletDropFromShortcut
- 10 = Command_CIAIntelligenceFromShortcut
- 11 = Command_ChinaJetMIGFireNapalmMissile
- End
- CommandSet Lazr_SpecialPowerShortcutUSA
- 1 = Command_SpyDroneFromShortcut
- 2 = Command_ParadropFromShortcut
- 3 = Command_A10ThunderboltMissileStrikeFromShortcut
- 4 = Command_EmergencyRepairFromShortcut
- 5 = Command_DaisyCutterFromShortcut
- 6 = Command_FireParticleUplinkCannonFromShortcut
- 7 = Command_SpySatelliteScanFromShortcut
- 8 = Command_CIAIntelligenceFromShortcut
- 9 = Command_SpectreGunshipFromShortcut
- 10 = Command_LeafletDropFromShortcut
- 11 = Lazr_Command_FireLaserCannonFromShortcut
- 12 = Command_ChinaJetMIGFireNapalmMissile
- End
- ;------------------------------------------------------------------------------
- CommandSet SpecialPowerShortcutChina
- 1 = Command_ClusterMinesFromShortcut
- 2 = Command_ArtilleryBarrageFromShortcut
- 3 = Command_CashHackFromShortcut
- 4 = Command_EmergencyRepairFromShortcut
- 5 = Command_EMPPulseFromShortcut
- 6 = Command_NeutronMissileFromShortcut
- 7 = Early_Command_ChinaCarpetBombFromShortcut
- 8 = Command_FrenzyFromShortcut
- 9 = Command_NapalmStrike
- End
- CommandSet Nuke_SpecialPowerShortcutChina
- 1 = Command_ClusterMinesFromShortcut
- 2 = Command_ArtilleryBarrageFromShortcut
- 3 = Command_CashHackFromShortcut
- 4 = Early_Command_EmergencyRepairFromShortcut
- 5 = Command_EMPPulseFromShortcut
- 6 = Command_NeutronMissileFromShortcut
- 7 = Nuke_Command_ChinaCarpetBombFromShortcut
- 10 = Command_FrenzyFromShortcut
- 11 = Command_NapalmStrike
- End
- CommandSet Infa_SpecialPowerShortcutChina
- 1 = Command_ClusterMinesFromShortcut
- 2 = Command_ArtilleryBarrageFromShortcut
- 3 = Infa_Command_ParadropFromShortcut
- 4 = Command_EmergencyRepairFromShortcut
- 5 = Command_EMPPulseFromShortcut
- 6 = Command_NeutronMissileFromShortcut
- 7 = Early_Command_ChinaCarpetBombFromShortcut
- 8 = Early_Command_FrenzyFromShortcut
- 9 = Command_NapalmStrike
- End
- CommandSet Tank_SpecialPowerShortcutChina
- 1 = Command_ClusterMinesFromShortcut
- 2 = Command_ArtilleryBarrageFromShortcut
- 3 = Tank_Command_TankParadropFromShortcut
- 4 = Early_Command_EmergencyRepairFromShortcut
- 5 = Command_EMPPulseFromShortcut
- 6 = Command_NeutronMissileFromShortcut
- 7 = Command_ChinaCarpetBombFromShortcut
- 8 = Command_FrenzyFromShortcut
- 9 = Command_NapalmStrike
- End
- ;------------------------------------------------------------------------------
- CommandSet SpecialPowerShortcutGLA
- 1 = Command_AmbushFromShortcut
- 2 = Command_EmergencyRepairFromShortcut
- 3 = Command_AnthraxBombFromShortcut
- 4 = Command_ScudStormFromShortcut
- 5 = Command_RadarVanScanFromShortcut
- 6 = Command_SneakAttackFromShortcut
- 7 = Command_GPSScramblerFromShortcut
- 8 = Command_NapalmStrikeFromShortcut
- End
- CommandSet Demo_SpecialPowerShortcutGLA
- 1 = Command_AmbushFromShortcut
- 2 = Command_EmergencyRepairFromShortcut
- 3 = Command_AnthraxBombFromShortcut
- 4 = Command_ScudStormFromShortcut
- 5 = Command_RadarVanScanFromShortcut
- 6 = Command_SneakAttackFromShortcut
- 7 = Command_GPSScramblerFromShortcut
- 8 = Command_NapalmStrikeFromShortcut
- End
- CommandSet Slth_SpecialPowerShortcutGLA
- 1 = Command_AmbushFromShortcut
- 2 = Early_Command_EmergencyRepairFromShortcut
- 3 = Command_AnthraxBombFromShortcut
- 4 = Command_ScudStormFromShortcut
- 5 = Command_RadarVanScanFromShortcut
- 6 = Command_SneakAttackFromShortcut
- 7 = Slth_Command_GPSScramblerFromShortcut
- 8 = Command_NapalmStrikeFromShortcut
- End
- CommandSet Chem_SpecialPowerShortcutGLA
- 1 = Chem_Command_AmbushFromShortcut
- 2 = Command_EmergencyRepairFromShortcut
- 3 = Command_AnthraxBombFromShortcut
- 4 = Command_ScudStormFromShortcut
- 5 = Command_RadarVanScanFromShortcut
- 6 = Command_SneakAttackFromShortcut
- 7 = Command_NapalmStrikeFromShortcut
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionAmerica
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionChina
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionGLA
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionAmericaSuperWeaponGeneral
- SpecialPowerShortcutButtonCount = 12
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionAmericaLaserGeneral
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionAmericaAirForceGeneral
- SpecialPowerShortcutButtonCount = 12
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionChinaTankGeneral
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionChinaInfantryGeneral
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionChinaNukeGeneral
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionGLAToxinGeneral
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionGLADemolitionGeneral
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionGLAStealthGeneral
- SpecialPowerShortcutButtonCount = 11
- StartingUnit1 = Boss_PatriotBinaryDataStream ;King & Spotter Spawner
- ;StartingUnit2 = GC_Chem_GLAInfantryJarmenKell ;Enable me to start with fast Spotters
- ;StartingUnit3 = CINE_GLAInfantryJarmenKell ;Enable me to start with camouflaged Spotters
- End
- PlayerTemplate FactionBossGeneral
- StartingBuilding = GC_Chem_GLAInfantryJarmenKell ;aka. nothing...
- StartingUnit0 = CINE_GLAInfantryJarmenKell ;aka. nothing...
- End
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