June 30th, 2003
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#5 |
| Puffin Militia Berserker
Join Date: June 14th, 2003 Location: Clown Land Of Death Status: Questing to find Key to "The Massive" Rep Power: 27 | ;------------------------------------------------------------------------------
Object ChinaVehicleHackerVan
; *** ART Parameters ***
SelectPortrait = TH
ButtonImage = TH
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = CVEUROVAN3
Animation = CVEUROVAN3.CVEUROVAN3
AnimationMode = LOOP
;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here
End
ConditionState = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' UNDER PENALTY OF DEATH MLorenzen
; @todo find out why a non-animating model like this has such trouble matching
; reallydamaged against moving against rubble, etc.
Model = NVPOWTrck_D
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:POW
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 8 ;Just enough to fit into a Chinook.
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1900
BuildTime = 20.0 ;in seconds
VisionRange = 160 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks!
ShroudClearingRange = 330
Prerequisites
Object = ChinaWarFactory
Object = ChinaPropagandaCenter
End
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaInfantryBlackLotusCommandSet2
; *** AUDIO Parameters ***
VoiceSelect = BlackLotusVoiceSelect
VoiceMove = BlackLotusVoiceMove
VoiceAttack = BlackLotusVoiceAttack
VoiceGuard = BlackLotusVoiceMove
VoiceFear = BlackLotusVoiceFear
VoiceTaskComplete = BlackLotusVoiceCaptureComplete
SoundDie = BlackLotusVoiceDie
SoundDieFire = DieByFireFemale
SoundDieToxin = DieByToxinFemale
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceTaskComplete = HackerVoiceHackComplete
UnitSpecificSounds
VoiceCreate = BlackLotusVoiceCreate
VoiceGarrison = BlackLotusVoiceMove
VoiceEnter = BlackLotusVoiceMove
UnitPack = HackerPack
UnitUnpack = HackerUnpack
UnitCashPing = HackerCashPing
VoiceEnterHostile = BlackLotusVoiceMove
VoiceStealCashComplete = BlackLotusVoiceCashComplete
VoiceDisableVehicleComplete = BlackLotusVoiceDisableComplete
VoiceCaptureBuildingComplete = BlackLotusVoiceCaptureComplete
VoiceGetHealed = BlackLotusVoiceMove
VoiceHackInternet = HackerVoiceModeInternet
End
Behavior = AIUpdateInterface ModuleTag_20
AutoAcquireEnemiesWhenIdle = No
MoodAttackCheckRate = 250
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
End
Locomotor = SET_NORMAL POWTruckLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End
Behavior = StealthUpdate ModuleTag_07
StealthDelay = 2500 ; msec
StealthForbiddenConditions = USING_ABILITY
HintDetectableConditions = USING_ABILITY
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = StealthDetectorUpdate ModuleTag_44
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;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.
End
Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding
UpdateModuleStartsAttack = Yes
InitiateSound = BlackLotusVoiceHackBuilding
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding
StartAbilityRange = 150.0
UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed)
PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed)
PreparationTime = 6000 ;time to complete hack once prepared (unpacked)
SpecialObject = BinaryDataStream
DoCaptureFX = Yes
PackSound = BlackLotusPack
UnpackSound = BlackLotusUnpack
TriggerSound = BlackLotusTrigger
PrepSoundLoop = BlackLotusPrepLoop
AwardXPForTriggering = 20
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack
UpdateModuleStartsAttack = Yes
InitiateSound = BlackLotusVoiceHackVehicle
End
Behavior = SpecialAbilityUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack
StartAbilityRange = 150.0
UnpackTime = 2000 ;6730 ;animation time is 6730 (changing this will scale anim speed)
PackTime = 1000 ;2800 ;animation time is 5800 (changing this will scale anim speed)
PreparationTime = 2000 ;time to complete hack once prepared (unpacked)
EffectDuration = 15000 ;duration vehicle is disabled (30 seconds)
DisableFXParticleSystem = DisabledEffectBinaryShower0
SpecialObject = BinaryDataStream
PackSound = BlackLotusPack
UnpackSound = BlackLotusUnpack
TriggerSound = BlackLotusTrigger
PrepSoundLoop = BlackLotusPrepLoop
AwardXPForTriggering = 0
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = SpecialAbility ModuleTag_12
SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack
UpdateModuleStartsAttack = Yes
InitiateSound = BlackLotusVoiceHackCash
End
Behavior = SpecialAbilityUpdate ModuleTag_13
SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack
StartAbilityRange = 150.0
UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed)
PackTime = 5800 ;animation time is 5800 (changing this will scale anim speed)
PreparationTime = 6000 ;time to complete hack once prepared (unpacked)
EffectValue = 1000 ;amount of cash stolen
SpecialObject = BinaryDataStream
PackSound = BlackLotusPack
UnpackSound = BlackLotusUnpack
TriggerSound = BlackLotusTrigger
PrepSoundLoop = BlackLotusPrepLoop
AwardXPForTriggering = 20
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = HackInternetAIUpdate ModuleTag_03
UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed)
PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed)
CashUpdateDelay = 2000
RegularCashAmount = 20
VeteranCashAmount = 25
EliteCashAmount = 30
HeroicCashAmount = 35
XpPerCashUpdate = 1
PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly.
End
Behavior = SpecialAbility ModuleTag_04
SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding
UpdateModuleStartsAttack = Yes
InitiateSound = HackerVoiceHack
End
Behavior = SpecialAbilityUpdate ModuleTag_05
SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding
StartAbilityRange = 150.0
UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed)
PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed)
PreparationTime = 3000
;PersistentPrepTime = 500 ; old setting
PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered
; This is also how often a new particle system effect is spawned
EffectDuration = 2000
SpecialObject = BinaryDataStream
DisableFXParticleSystem = DisabledEffectBinaryShower0
PackSound = HackerPack
UnpackSound = HackerUnpack
PrepSoundLoop = HackerPrepLoop
AwardXPForTriggering = 0 ;Careful, this is persistant so it's a DoT xp gain!
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = TransportContain ModuleTag_06
Slots = 4
InitialPayload = ChinaInfantryHacker 4
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = GenerateMinefieldBehavior ModuleTag_09
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 1
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_ChinaPOWTruckDeathEffect
End
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
End
Behavior = DestroyDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
; A crushing defeat
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_12
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
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
Geometry = BOX
Scale = 1.2
GeometryMajorRadius = 22.0
GeometryMinorRadius = 9.0
GeometryHeight = 13.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End |
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