;------------------------------------------------------------------------------
;Russia Construction Crane or RussiaCrane
Object Airborne_RussiaVehicleDozer
; *** ART Parameters ***
SelectPortrait = SRDozer_L
ButtonImage = SRDozer
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = RVCrane
Animation = RVCrane.RVCrane
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
ParticleSysBone = EXHAUST01 DozerSmokeLight
TransitionKey = TRANS_IDLE
End
AliasConditionState = MOVING
ConditionState = ACTIVELY_CONSTRUCTING
Model = RVCrane_A1
Animation = RVCrane_A1.RVCrane_A1
AnimationMode = LOOP
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
TransitionKey = TRANS_CONSTRUCTING
End
AliasConditionState = ACTIVELY_CONSTRUCTING MOVING
TransitionState = TRANS_IDLE TRANS_CONSTRUCTING
Model = RVCrane
Animation = RVCrane.RVCrane
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End
TransitionState = TRANS_CONSTRUCTING TRANS_IDLE
Model = RVCrane
Animation = RVCrane.RVCrane
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
AnimationSpeedFactorRange = 1.8 1.8
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End
;Damaged
ConditionState = REALLYDAMAGED
Model = RVCrane_D
Animation = RVCrane_D.RVCrane_D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
ParticleSysBone = EXHAUST01 DozerSmokeLight
TransitionKey = TRANS_DAMAGED_IDLE
End
AliasConditionState = REALLYDAMAGED MOVING
ConditionState = REALLYDAMAGED ACTIVELY_CONSTRUCTING
Model = RVCrane_DA1
Animation = RVCrane_DA1.RVCrane_DA1
AnimationMode = LOOP
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
TransitionKey = TRANS_DAMAGED_CONSTRUCTING
End
AliasConditionState = REALLYDAMAGED ACTIVELY_CONSTRUCTING MOVING
TransitionState = TRANS_DAMAGED_IDLE TRANS_DAMAGED_CONSTRUCTING
Model = RVCrane_D
Animation = RVCrane_D.RVCrane_D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End
TransitionState = TRANS_DAMAGED_CONSTRUCTING TRANS_DAMAGED_IDLE
Model = RVCrane_D
Animation = RVCrane_D.RVCrane_D
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 1.8 1.8
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
MidLeftFrontTireBone = Tire03
MidRightFrontTireBone = Tire04
LeftRearTireBone = Tire05
RightRearTireBone = Tire06
MidLeftRearTireBone = Tire07
MidRightRearTireBone = Tire08
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ConstructCrane
Side = RussiaAirborneGeneral
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1000
BuildTime = 5.0 ; in seconds
VisionRange = 200
ShroudClearingRange = 200
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
ArmorSet
Conditions = None
Armor = DozerArmor ;Special Explosion-Proof Armor
DamageFX = TankDamageFX
End
ExperienceValue = 5 5 5 5 ;Experience point value at each level
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AirB_RussiaDozerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DozerRussiaVoiceSelect
VoiceMove = DozerRussiaVoiceMove
VoiceEnter = DozerRussiaVoiceMove
VoiceAttack = DozerRussiaVoiceMove
VoiceTaskComplete = DozerRussiaVoiceBuildComplete
SoundMoveStart = RussianDozerMoveStart
SoundMoveStartDamaged = RussianDozerMoveStart
UnitSpecificSounds
VoiceCreate = DozerRussiaVoiceCreate
VoiceCrush = DozerRussiaVoiceMove
VoiceNoBuild = DozerRussiaVoiceCannotBuild
VoiceRepair = DozerRussiaVoiceRepair
VoiceDisarm = DozerRussiaVoiceMove
VoiceEnter = DozerRussiaVoiceMove
VoiceBuildResponse = DozerRussiaVoiceBuild
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CANNOT_RETALIATE CAN_CAST_REFLECTIONS DOZER CANNOT_RETALIATE IMMUNE_TO_CAPTURE
Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0
SubdualDamageCap = 400
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 3000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL RussianVehicleDozerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 1
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_RussiaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
End
Behavior = FXListDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = DestroyDie ModuleTag_24
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = AutoHealBehavior ModuleTag_AutoRepair01
StartsActive = Yes
HealingAmount = 5
HealingDelay = 1000
StartHealingDelay = 3000
End
Behavior = StealthUpdate ModuleTag_GPSStealth01
StealthDelay = 2000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY FIRING_TERTIARY RIDERS_ATTACKING
InnateStealth = Yes
RequiredStatus = REASSIGN_PARKING ;Used exclusively by the GPS Scrambler
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = EjectPilotDie ModuleTag_HijackerEmerge01
DeathTypes = ALL -CRUSHED -SPLATTED
RequiredStatus = HIJACKED
VeterancyLevels = ALL
GroundCreationList = OCL_HijackerEmerge
AirCreationList = OCL_HijackerEmergeViaParachute
End
Behavior = FXListDie ModuleTag_HijackerEmerge02
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEmerge
End
Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 8.0
GeometryHeight = 20.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End