;------------------------------------------------------------------------------
Object Lazr_AmericaWarFactory
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = POD
End
End
PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:WarFactory
Side = AmericaLaserGeneral
EditorSorting = STRUCTURE
Prerequisites
End
BuildCost = 1
BuildTime = 1
ExperienceValue = 75 75 75 75
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally
unlimited, but can be selected by players in multiplayer games
EnergyProduction = 1
CommandSet = Lazr_AmericaWarFactoryCommandSet
VisionRange = 200
ShroudClearingRange = 200
WeaponSet
Conditions = none
Weapon = PRIMARY none
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY AvengerPointDefenseLaserOne
End
Behavior = WeaponSetUpgrade ModuleTag_Weapon
TriggeredBy = Upgrade_USABuildingDefense
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
VoiceSelect = WarFactoryUSASelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE
IMMUNE_TO_CAPTURE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY
CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT
Body = StructureBody ModuleTag_09
MaxHealth = 2000.0
InitialHealth = 2000.0
SubdualDamageCap = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = GrantUpgradeCreate ModuleTag_0999
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = GrantScienceUpgrade ModuleTag_Science0111
GrantScience = SCIENCE_WarFactory
TriggeredBy = Upgrade_AmericaAdvancedControlRods
End
Behavior = ProductionUpdate ModuleTag_10
NumDoorAnimations = 1
DoorOpeningTime = 3250 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 4000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0
NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always
match GeometryMajorRadius! -ML
End
Behavior = RepairDockUpdate ModuleTag_12
TimeForFullHeal = 5000 ;(in milliseconds)
NumberApproachPositions = 5
End
Behavior = BaseRegenerateUpdate ModuleTag_13
End
Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING
TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No
PSys:StructureTransitionMediumSmoke
;------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No
PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No
PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No
PSys:StructureTransitionMediumShockwave
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = Lazr_OCL_AmericanRangerDebris05
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FlammableUpdate ModuleTag_18
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = CreateObjectDie ModuleTag_20
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_21
DeathFX = FX_StructureMediumDeath
End
Behavior = DestroyDie ModuleTag_22
End
Behavior = CommandSetUpgrade Module_TagComSet01
CommandSet = Lazr_AmericaWarFactoryCommmandSetAdditionalCommandsCommmandSet
TriggeredBy = Upgrade_SwitchCommandSet
RemovesUpgrades = Upgrades_SwitchBackCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_ComSet02
CommandSet = Lazr_AmericaWarFactoryCommandSet
TriggeredBy = Upgrade_SwitchBackCommandSet
RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet
End
Behavior = AIUpdateInterface ModuleTag_AI
Turret
TurretTurnRate = 540
RecenterTime = 1000
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Geometry = BOX
GeometryMajorRadius = 53.0
GeometryMinorRadius = 60.0
GeometryHeight = 40.0
GeometryIsSmall = No
FactoryExitWidth = 25 ; How much space to leave for units exiting.
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End