Object ZombieSpecialStructure ; ***DESIGN parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = XXX_STRUCTURE Animation = XXX_STRUCTURE.XXX_STRUCTURE AnimationMode = LOOP ParticleSysBone = FXBONE01 XXXSTRCloudSmall End ConditionState = POST_COLLAPSE Model = NONE End End DisplayName = OBJECT:XXX Side = Zombie EditorSorting = STRUCTURE TransportSlotCount = 0 ArmorSet Conditions = None Armor = XXXArmorSmall DamageFX = XXXDamageFXSmall End BuildCost = 8000 BuildTime = 60.0 ;in seconds VisionRange = 300 ShroudClearingRange = 300 ExperienceValue = 500 500 1000 1500 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = No ;Can gain experience CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE SoundAmbient = XXXAmbientSound ; *** ENGINEERING Parameters *** Body = StructureBody ModuleTag_03 MaxHealth = 3500.0 InitialHealth = 3500.0 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = AIUpdateInterface ModuleTag_04andhalf ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player End Locomotor = SET_NORMAL ZombieSpecialStructureLocomotor Behavior = DestroyDie ModuleTag_05 DeathTypes = NONE End CommandSet = XXXMotherCommandSet Behavior = ProductionUpdate ModuleTag_06 QuantityModifier = DamagedZombiekr 5 QuantityModifier = HammerZombiekr 5 QuantityModifier = FastZombiekr 5 QuantityModifier = BurningZombielrskr 2 QuantityModifier = BurningZombierskr 3 End Behavior = DefaultProductionExitUpdate ModuleTag_07 UnitCreatePoint = X: 0.0 Y: 0.0 Z:-25.0 NaturalRallyPoint = X: 111.0 Y: 111.0 Z:0.0 End Behavior = StructureCollapseUpdate ModuleTag_08 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL ProbabilityModifier = 50 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = FINAL FX_MOABIgnite Weapon = FINAL XXXAirGasBig End Behavior = FireWeaponUpdate ModuleTag_09 Weapon = XXXAirGas ExclusiveWeaponDelay = 100 ; If we fire a real weapon, we turn this module off for this long End Behavior = FlammableUpdate ModuleTag_10 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 GeometryIsSmall = No GeometryMajorRadius = 80.0 GeometryMinorRadius = 80.0 GeometryHeight = 30.0 Shadow = SHADOW_DECAL ShadowTexture = XXX_Decal ShadowSizeX = 550 ShadowSizeY = 550 BuildCompletion = PLACED_BY_PLAYER End
Behavior = DestroyDie ModuleTag_05 DeathTypes = NONE End
ConditionState = POST_COLLAPSE Model = NONE End
i have slow death behavior with all death types...?
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