Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +SUICIDED DestructionDelay = 1500 OCL = FINAL OCL_GenericCarExplode Weapon = FINAL DirtyNukeCreationWeapon End Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -SUICIDED DestructionDelay = 0 OCL = FINAL OCL_GenericCarExplode Weapon = FINAL DirtyNukeCreationWeapon End
Object NukeTruck ; *** ART Parameters *** SelectPortrait = SSConvoy_L ButtonImage = SSConvoy_L ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVConvoy End ConditionState = LOADED Model = NVConvoy End ConditionState = RUBBLE Model = NVSSUPPLYTK_D End ConditionState = RUBBLE LOADED Model = NVSSUPPLYTK_D End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 ;CabBone = CAB ;TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 ;MidRightFrontTireBone = Tire03 ;MidLeftFrontTireBone = Tire04 ;MidRightMidTireBone = Tire05 ;MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray End ; ***DESIGN parameters *** DisplayName = OBJECT:NukeTruck Side = China EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = CARBOMB Weapon = PRIMARY NukeTruck End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TruckDamageFX End BuildCost = 2000 BuildTime = 30.0 ;in seconds VisionRange = 150 ; Used in attack move targeting ShroudClearingRange = 350 Prerequisites Object = ChinaWarFactory Object = ChinaNuclearMissileLauncher End 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 = CivilianTransportWithNukeCommandSet ; *** AUDIO Parameters *** VoiceSelect = SupplyTruckVoiceSelect VoiceMove = SupplyTruckVoiceMove VoiceAttack = SupplyTruckVoiceAttack SoundMoveStart = SupplyTruckMoveStart SoundMoveStartDamaged = SupplyTruckMoveStart UnitSpecificSounds VoiceCreate = SupplyTruckVoiceCreate TruckLandingSound = NoSound TruckPowerslideSound = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED Body = ActiveBody ModuleTag_02 MaxHealth = 230.0 InitialHealth = 230.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = NukeTruckDeathWeapon StartsActive = Yes ; turned on by upgrade End Behavior = FireWeaponWhenDeadBehavior ModuleTag_48 DeathWeapon = NukeTruckDeathField StartsActive = Yes ; turned on by upgrade End Behavior = AIUpdateInterface ModuleTag_87 End Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_81 Mass = 30.0 End Behavior = OCLSpecialPower ModuleTag_42 SpecialPowerTemplate = SuperweaponDetonateDirtyNuke OCL = SUPERWEAPON_DetonateDirtyNuke CreateLocation = USE_OWNER_OBJECT End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 200 DestructionDelayVariance = 100 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_ChinaSupplyTruckDeathEffect End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_ChinaSupplyTruck_CrushEffect End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 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 ; A crushing defeat Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 20.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack StartsActive = Yes ; turned on by upgrade DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = DirtyNukeCreationWeapon StartsActive = Yes ; turned on by upgrade DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED End
DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
DeathTypes = ALL
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