;------------------------------------------------------------------- Object NewBoss_CZMotherCommand ;----------- Art Params -------------- SelectPortrait = SNComCentr_L ButtonImage = SNComCenter ;----------------- Draw -------------- Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = czdm_mthrcmnd3 HideSubObject = WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04 WEAPONA05 WEAPONA06 WEAPONA07 WEAPONA08 PORT01 PORT02 PORT03 PORT04 BEAMCANNON01 BEAMCANNON02 JETEXHAUST01 JETEXHAUST02 JETEXHAUST03 WeaponLaunchBone = SECONDARY WEAPONA End ConditionState = DAMAGED Model = czdm_mthrcmnd3 HideSubObject = WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04 WEAPONA05 WEAPONA06 WEAPONA07 WEAPONA08 PORT01 PORT02 PORT03 PORT04 BEAMCANNON01 BEAMCANNON02 JETEXHAUST01 JETEXHAUST02 JETEXHAUST03 WeaponLaunchBone = SECONDARY WEAPONA End ConditionState = REALLYDAMAGED Model = czdm_mthrcmnd3 HideSubObject = WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04 WEAPONA05 WEAPONA06 WEAPONA07 WEAPONA08 PORT01 PORT02 PORT03 PORT04 BEAMCANNON01 BEAMCANNON02 JETEXHAUST01 JETEXHAUST02 JETEXHAUST03 WeaponLaunchBone = SECONDARY WEAPONA End ConditionState = RUBBLE Model = czdm_mthrcmnd3 HideSubObject = WEAPONA01 WEAPONA02 WEAPONA03 WEAPONA04 WEAPONA05 WEAPONA06 WEAPONA07 WEAPONA08 PORT01 PORT02 PORT03 PORT04 BEAMCANNON01 BEAMCANNON02 JETEXHAUST01 JETEXHAUST02 JETEXHAUST03 WeaponLaunchBone = SECONDARY WEAPONA End End ;------------ Design Params ---------- DisplayName = Object:CommandCenter Side = Boss EditorSorting = STRUCTURE TransportSlotCount = 0 WeaponSet Conditions = None Weapon = PRIMARY NONE Weapon = SECONDARY MissileDefenderMissileWeapon End ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = TankDamageFX End BuildCost = 3000 BuildTime = 60.0 VisionRange = 200 ShroudClearingRange = 300 ExperienceValue = 200 200 200 200 CrusherLevel = 3 CrushableLevel = 2 CommandSet = NewBoss_MotherCommandCommandSet MaxSimultaneousOfType = 1 ;------------- Audio Params ------------ VoiceSelect = CommandCenterUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = AirF_DestroyCommandCenter ;------------- Engineering Params --------- RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE HUGE_VEHICLE SCORE MP_COUNT_FOR_VICTORY ;------------------ ActiveBody Module------ Body = ActiveBody ModuleTag_02 MaxHealth = 4000 InitialHealth = 4000 SubdualDamageCap = 3000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 3000 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CZDM_MotherCommandLocomotor_Immobile Locomotor = SET_SLUGGISH CZDM_MotherCommandLocomotor_Mobile Behavior = PhysicsBehavior ModuleTag_04 Mass = 200 End Behavior = AutoHealBehavior ModuleTag_05 HealingAmount = 50 HealingDelay = 1500 TriggeredBy = NONE End Behavior = GrantUpgradeCreate ModuleTag_06 UpgradeToGrant = Upgrade_AmericaRadar ExemptStatus = UNDER_CONSTRUCTION End Behavior = ProductionUpdate ModuleTag_07 End Behavior = DefaultProductionExitUpdate ModuleTag_08 UnitCreatePoint = X:36.0 Y:0.0 Z:0.0 NaturalRallyPoint = X:72.0 Y:0.0 Z:0.0 End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_LargeStructureDebris End Behavior = RadarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaRadar End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = DestroyDie ModuleTag_12 End Geometry = BOX GeometryMajorRadius = 60 GeometryMinorRadius = 45 GeometryHeight = 50 Shadow = SHADOW_VOLUME ShadowSizeX = 45 BuildCompletion = PLACED_BY_PLAYER End
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