; ------------------------------------------------------------------------------ Object AmericaVehicleCenturion ; Gauss Trooper ; *** ART Parameters *** SelectPortrait = CIACenturion ButtonImage = CIACenturion UpgradeCameo1 = Upgrade_AmericaAdvancedTraining Draw = W3DModelDraw ModuleTag_Bones DefaultConditionState Model = AIStrmTrpr_BONE WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA WeaponFireFXBone = TERTIARY WeaponA WeaponLaunchBone = TERTIARY WeaponA End AliasConditionState RIDER1 AliasConditionState RIDER1 MOVING AliasConditionState RIDER6 AliasConditionState RIDER6 MOVING AliasConditionState RIDER7 AliasConditionState RIDER7 MOVING ConditionState = REALLYDAMAGED Model = AIStrmTrpr_SKN End AliasConditionState RIDER1 REALLYDAMAGED AliasConditionState RIDER1 MOVING REALLYDAMAGED AliasConditionState RIDER6 REALLYDAMAGED AliasConditionState RIDER6 MOVING REALLYDAMAGED AliasConditionState RIDER7 REALLYDAMAGED AliasConditionState RIDER7 MOVING REALLYDAMAGED ConditionState = TOPPLED Model = none ;AIStrmTrpr_SKN Animation = none ;AIZnTrp_SKL.AIZnTrp_IDLA AnimationMode = ONCE End ConditionState = TOPPLED REALLYDAMAGED Model = none ;AIStrmTrpr_SKN Animation = none; AIZnTrp_SKL.AIZnTrp_IDLA AnimationMode = ONCE End End Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; idle DefaultConditionState Model = AIStrmTrpr_SKN IdleAnimation = AIZnTrp_SKL.AIZnTrp_IDLA ;AIRngr_SKL.AIRngr_STA 0 35 IdleAnimation = AIZnTrp_SKL.AIZnTrp_IDLB ;AIRngr_SKL.AIRngr_IDA IdleAnimation = AIZnTrp_SKL.AIZnTrp_IDLC ;AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED Model = AIStrmTrpr_SKN IdleAnimation = AIZnTrp_SKL.AIZnTrp_IDLA IdleAnimation = AIZnTrp_SKL.AIZnTrp_IDLB IdleAnimation = AIZnTrp_SKL.AIZnTrp_IDLC AnimationMode = ONCE TransitionKey = TRANS_StandInjured End ; moving ConditionState = MOVING Animation = AIZnTrp_SKL.AIZnTrp_RUNC Animation = AIZnTrp_SKL.AIZnTrp_RUNB AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING FIRING_B AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B AliasConditionState = MOVING RELOADING_B AliasConditionState = MOVING FIRING_C AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_C AliasConditionState = MOVING RELOADING_C ConditionState = MOVING REALLYDAMAGED Model = AIStrmTrpr_SKN Animation = AIZnTrp_SKL.AIZnTrp_RUNC Animation = AIZnTrp_SKL.AIZnTrp_RUNB AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING FIRING_A REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = MOVING RELOADING_A REALLYDAMAGED AliasConditionState = MOVING FIRING_B REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED AliasConditionState = MOVING RELOADING_B REALLYDAMAGED AliasConditionState = MOVING FIRING_C REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_C REALLYDAMAGED AliasConditionState = MOVING RELOADING_C REALLYDAMAGED TransitionState = TRANS_Walking TRANS_Stand Animation = AIZnTrp_SKL.AIZnTrp_R2I AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.5 End TransitionState = TRANS_WalkingInjured TRANS_StandInjured Model = AIStrmTrpr_SKN Animation = AIZnTrp_SKL.AIZnTrp_R2I AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.5 End ; Firing ARMOR-PIERCING-MODE ConditionState = FIRING_A Animation = AIZnTrp_SKL.AIZnTrp_FIRA Animation = AIZnTrp_SKL.AIZnTrp_FIRC AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 TransitionKey = TRANS_FiringA End AliasConditionState = FIRING_B AliasConditionState = FIRING_C ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIZnTrp_SKL.AIZnTrp_IDLA AnimationMode = LOOP WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = RELOADING_A AliasConditionState = RELOADING_B AliasConditionState = BETWEEN_FIRING_SHOTS_B AliasConditionState = RELOADING_C AliasConditionState = BETWEEN_FIRING_SHOTS_C ConditionState = FIRING_A REALLYDAMAGED Model = AIStrmTrpr_SKN Animation = AIZnTrp_SKL.AIZnTrp_FIRA Animation = AIZnTrp_SKL.AIZnTrp_FIRB AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 TransitionKey = TRANS_FiringAInjured End AliasConditionState = FIRING_B REALLYDAMAGED ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED Model = AIStrmTrpr_SKN Animation = AIZnTrp_SKL.AIZnTrp_FIRB AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringAInjured End AliasConditionState = RELOADING_A REALLYDAMAGED AliasConditionState = RELOADING_B REALLYDAMAGED AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED ConditionState = SPECIAL_CHEERING Animation = AIZnTrp_SKL.AIZnTrp_CHRA Animation = AIZnTrp_SKL.AIZnTrp_CHRB Animation = AIZnTrp_SKL.AIZnTrp_CHRC AnimationMode = ONCE End ConditionState = SPECIAL_CHEERING REALLYDAMAGED Model = AIStrmTrpr_SKN Animation = AIZnTrp_SKL.AIZnTrp_CHRA Animation = AIZnTrp_SKL.AIZnTrp_CHRB Animation = AIZnTrp_SKL.AIZnTrp_CHRC AnimationMode = ONCE End ConditionState = DYING Animation = AIZnTrp_SKL.AIZnTrp_DIEA Animation = AIZnTrp_SKL.AIZnTrp_DIEB ;EXP Animation = AIZnTrp_SKL.AIZnTrp_DIEC Animation = AIZnTrp_SKL.AIZnTrp_DIED ;EXP AnimationMode = ONCE TransitionKey = TRANS_Dying End AliasConditionState = RAPPELLING DYING AliasConditionState = CLIMBING DYING TransitionState = TRANS_Dying TRANS_Flailing Animation = AIZnTrp_SKL.AIZnTrp_EXPA AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIZnTrp_SKL.AIZnTrp_EXPB AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIZnTrp_SKL.AIZnTrp_EXPC AnimationMode = ONCE TransitionKey = None End ; misc anims ConditionState = FREEFALL Animation = AIZnTrp_SKL.AIZnTrp_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIZnTrp_SKL.AIZnTrp_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIZnTrp_SKL.AIZnTrp_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = AIZnTrp_SKL.AIZnTrp_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Model = AIStrmTrpr_SKN Animation = AIZnTrp_SKL.AIZnTrp_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Centurion Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY NONE Weapon = SECONDARY NONE Weapon = TERTIARY NONE End WeaponSet Conditions = WEAPON_RIDER1 Weapon = PRIMARY StormTrooperGaussWeaponHeavy Weapon = SECONDARY StormTrooperGaussWeaponAntiInfantry Weapon = TERTIARY StormTrooperGaussWeaponAntiDriver AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY NONE ShareWeaponReloadTime = Yes End WeaponSet Conditions = WEAPON_RIDER2 Weapon = PRIMARY StormTrooperGaussWeaponHeavy Weapon = SECONDARY StormTrooperGaussWeaponAntiInfantry Weapon = TERTIARY StormTrooperGaussWeaponAntiDriver AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY NONE ShareWeaponReloadTime = Yes End WeaponSet Conditions = WEAPON_RIDER3 Weapon = PRIMARY StormTrooperGaussWeaponHeavy Weapon = SECONDARY StormTrooperGaussWeaponAntiInfantry Weapon = TERTIARY StormTrooperGaussWeaponAntiDriver AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY NONE ShareWeaponReloadTime = Yes End WeaponSet Conditions = WEAPON_RIDER4 Weapon = PRIMARY StormTrooperGaussWeaponHeavy Weapon = SECONDARY StormTrooperGaussWeaponAntiInfantry Weapon = TERTIARY StormTrooperGaussWeaponAntiDriver AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY NONE ShareWeaponReloadTime = Yes End WeaponSet Conditions = WEAPON_RIDER5 Weapon = PRIMARY StormTrooperGaussWeaponHeavy Weapon = SECONDARY StormTrooperGaussWeaponAntiInfantry Weapon = TERTIARY StormTrooperGaussWeaponAntiDriver AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY NONE ShareWeaponReloadTime = Yes End WeaponSet Conditions = WEAPON_RIDER6 Weapon = PRIMARY StormTrooperGaussWeaponHeavy Weapon = SECONDARY StormTrooperGaussWeaponAntiInfantry Weapon = TERTIARY StormTrooperGaussWeaponAntiDriver AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY NONE ShareWeaponReloadTime = Yes End ArmorSet Conditions = None Armor = StormTrooperArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = ChemSuitHumanArmor ; DamageFX = None ;End VisionRange = 180 ShroudClearingRange = 350 BuildCost = 1000 BuildTime = 12.0 ; in seconds ExperienceValue = 100 100 200 400 ; Experience point value at each level ExperienceRequired = 0 150 300 600 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CrusherLevel = 2 CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaInfantryCenturionCommandSet ; *** AUDIO Parameters *** VoiceSelect = RangerVoiceSelect VoiceMove = RangerVoiceMove VoiceGuard = RangerVoiceMove VoiceAttack = RangerVoiceAttack SoundMoveStart = RangerVoiceMove SoundMoveStartDamaged = RangerVoiceMove VoiceFear = RangerVoiceFear ;VoiceTaskComplete = RangerVoiceCaptureComplete UnitSpecificSounds VoiceEnter = RangerVoiceMove VoiceEnterHostile = RangerVoiceMove VoiceGarrison = RangerVoiceGarrison VoiceCreate = RangerVoiceCreate ;VoiceSubdue = RangerVoiceSubdue ;VoiceClearBuilding = RangerVoiceClearBuilding VoiceGetHealed = RangerVoiceMove ;VoicePrimaryWeaponMode = RangerVoiceModeGun ;VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang End ;UnitSpecificFX ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;CombatDropKillFX = FX_RangerCombatDropKill ;End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT;CAN_RAPPEL Body = ActiveBody ModuleTag_827 MaxHealth = 500.0 InitialHealth = 500.0 End Behavior = ExperienceScalarUpgrade ModuleTag_828 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ; Increases experience gained by an additional 100% End Behavior = RiderChangeContain ModuleTag_16 ;A list of each valid rider that is allowed to ride this object. Each rider is ;assigned a modelcondition state, a weaponset flag, an object status bit, and ;a commandset override. The actual object is hidden inside the container so the ;visible rider is fluff. Also riders are deleted (not killed) when the bike is ;destroyed, so all deaths must be OCLs on the bike. Rider1 = AmericaInfantryColonelBurton RIDER1 WEAPON_RIDER1 STATUS_RIDER1 AmericaInfantryCenturionCommandSet SET_NORMAL Rider2 = AmericaInfantryRanger RIDER2 WEAPON_RIDER2 STATUS_RIDER2 AmericaInfantryCenturionCommandSet SET_NORMAL Rider3 = AmericaInfantryMissileDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 AmericaInfantryCenturionCommandSet SET_NORMAL Rider4 = AmericaInfantryPilot RIDER4 WEAPON_RIDER4 STATUS_RIDER4 AmericaInfantryCenturionCommandSet SET_NORMAL Rider5 = AmericaInfantryPathfinder RIDER5 WEAPON_RIDER5 STATUS_RIDER5 AmericaInfantryCenturionCommandSet SET_NORMAL Rider6 = AmericaInfantryCIAOfficer RIDER6 WEAPON_RIDER6 STATUS_RIDER6 AmericaInfantryCenturionCommandSet SET_NORMAL ;ScuttleDelay = ;ScuttleStatus = ;Standard TransportContain stuff Slots = 1 ScatterNearbyOnExit = No HealthRegen%PerSec = 0 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = No ; And no Burned death. 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 DoorOpenTime = 0 End ;Behavior = CreateObjectDie ModuleTag_X10 ; DeathTypes = NONE +TOPPLED ;CreationList = OCL_Centurion_ToppledHulk ;End Behavior = AutoFindHealingUpdate ModuleTag_829 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = AIUpdateInterface ModuleTag_830 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL StormTrooperLocomotor Behavior = PhysicsBehavior ModuleTag_831 Mass = 5.0 End Behavior = ProductionUpdate ModuleTag_832 End Behavior = CommandButtonHuntUpdate ModuleTag_833 ; allows use of command button hunt script with this unit. End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_835 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_ZoneTrooperDie End Behavior = SlowDeathBehavior ModuleTag_836 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_837 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_ZoneTrooperDie FlingForce = 6 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End ;Behavior = PoisonedBehavior ModuleTag_844 ; PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... ; PoisonDuration = 3000 ; ... for this long after last hit by poison damage ;End Behavior = LockWeaponCreate ModuleTag_WeaponContinus SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 16.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ;SHADOW_VOLUME ;ShadowSizeX = 45 ShadowSizeX = 18 ; ShadowSizeY = 18 ; ShadowTexture = ShadowI_Half ; BuildCompletion = APPEARS_AT_RALLY_POINT Scale = 1.10 End ; ------------------------------------------------------------------------------