;------------------------------------------------------------------------------ Weapon ToxinInfectedGun PrimaryDamage = 10.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;New Variation for Zombie Object GLAInfantryAngryMobNexus UpgradeCameo1 = None SelectPortrait = None ButtonImage = None RemoveModule ModuleTag_01 AddModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override DefaultConditionState Model = CIBURN_SKN Animation = CIBURN_SKL.CIBURN_RNA AnimationMode = LOOP Flags = RANDOMSTART WeaponFireFXBone = PRIMARY Bone_FX1 ; ParticleSysBone = Bone_FX1 FireInfantrySmall End ; End ConditionState = DYING Animation = CIBURN_SKL.CIBURN_FLA AnimationMode = ONCE Flags = START_FRAME_FIRST ; anything not listed will get the default above. Random would be bad. ; ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration) ; ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122 ; ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134 ; ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179 ; ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185 ; ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235 ; ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243 ; ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246 ; ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292 ; ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388 AnimationSpeedFactorRange = 0.85 1.15 End ; ConditionState = ATTACKING MOVING ; Animation = CIBURN_SKL.CIBURN_RNA 10 ; AnimationMode = LOOP ; Flags = RANDOMSTART ; TransitionKey = None ; End ; AliasConditionState = ATTACKING MOVING REALLYDAMAGED ; ; ConditionState = PREATTACK_A ; Animation = CIBURN_SKL.CIBURN_RNA ; AnimationMode = ONCE ; End ; AliasConditionState = PREATTACK_A MOVING End End ; ***DESIGN parameters *** DisplayName = OBJECT:Terrorist ; Side = GLA EditorSorting = INFANTRY TransportSlotCount = 1 RadarPriority = UNIT EditorSorting = INFANTRY WeaponSet Conditions = None Weapon = PRIMARY ToxinInfectedGun End ArmorSet Conditions = None Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 200 ExperienceValue = 30 30 30 30 ;Experience point value at each level IsTrainable = Yes ; CommandSet = GLAInfantryAngryMobCommandSet ;**** AUDIO Parameters ***************************** ; VoiceSelect = AngryMobVoiceSelect ; VoiceMove = AngryMobVoiceMove ; VoiceGuard = AngryMobVoiceMove ; VoiceAttack = AngryMobVoiceAttack ; SoundMoveStart = NoSound ; SoundAmbient = AngryMobAmbientLoop ;; SoundAmbientRubble = NoSound ; UnitSpecificSounds ; VoiceCreate = AngryMobVoiceCreate ; End ;**** ENGINEERING Parameters ****************************** RadarPriority = UNIT KindOf = -MOB_NEXUS +CAN_CAST_REFLECTIONS +SALVAGER RemoveModule ModuleTag_02 AddModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 400 ;285 InitialHealth = 400 ;285 End End ; Behavior = AIUpdateInterface ModuleTag_03 ; AutoAcquireEnemiesWhenIdle = Yes ; End AddModule ModuleTag_CBH01 Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. End End Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! ; Behavior = PhysicsBehavior ModuleTag_04 ; Mass = 50.0 ; End RemoveModule ModuleTag_05 ; Behavior = SpawnBehavior ModuleTag_05 ; SpawnNumber = 10 ; SpawnReplaceDelay = 30000 ; 30 seconds ; SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin ; SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume ; SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce ; SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret ; SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top ; SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce ; SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil ; ; ExitByBudding = Yes;! ; InitialBurst = 5 ; the first set of 5 will not delay ; OneShot = No ; AggregateHealth = Yes ; SlavesHaveFreeWill = No ; End RemoveModule ModuleTag_06 ; Behavior = QueueProductionExitUpdate ModuleTag_06 ; UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 ; NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0 ; ExitDelay = 5000 ; 5 sec ; InitialBurst = 5 ; the first set of 5 will not delay ; End RemoveModule ModuleTag_07 ; Behavior = DestroyDie ModuleTag_07 ; DeathTypes = ALL ; End ; RemoveModule ModuleTag_Death01 AddModule ModuleTag_Death01 Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 1.0 ;0.5 ; in Dist/Sec DestructionDelay = 1500 ;8000 FX = INITIAL FX_TerroristDie End End ; RemoveModule ModuleTag_Death02 AddModule ModuleTag_Death02 Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +SUICIDED SinkDelay = 3000 SinkRate = 1.0 ;0.5 ; in Dist/Sec DestructionDelay = 1500 ;8000 FX = INITIAL FX_TerroristExplode FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End End ;RemoveModule ModuleTag_Death03 AddModule ModuleTag_Death03 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death03 DeathWeapon = SuicideShockwaveDynamitePack StartsActive = Yes ; turned on by upgrade DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED End End AddModule ModuleTag_Death04 Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End End AddModule ModuleTag_Death05 Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End End AddModule ModuleTag_Death07 Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End
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