RadarPriority = LOCAL_UNIT_ONLY
RadarPriority = UNIT
Object PoliceCar ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DPoliceCarDraw ModuleTag_01 DefaultConditionState Model = CVPoliceCar Animation = CVPoliceCar.CVPoliceCar AnimationMode = LOOP End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVPoliceCar_d End ConditionState = BACKCRUSHED Model = CVPoliceCar_d2 End ConditionState = FRONTCRUSHED Model = CVPoliceCar_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:PoliceCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart SoundAmbient = PoliceCarSirenLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_PoliceCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_PoliceCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End
The C&C Labs Forums uses cookies. By continuing to browse this site, you are agreeing to our use of cookies. More Details Close