;---------------------------------------------------
Object GLAInfantryAK-47Gunner
; *** ART Parameters ***
SelectPortrait = SURebel_L
ButtonImage = SURebel
UpgradeCameo1 = Upgrade_GLAAPBullets
UpgradeCameo2 = Upgrade_GLACamouflage
UpgradeCameo3 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw DrawTag_01
OkToChangeModelColor = Yes
;-----------------------------------------------
DefaultConditionState ;Idle with AK Slung
Model = UIMOB03_SKN
IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6
IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6
IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6
IdleAnimation = UIMOB03_SKL.UIMOB03_STD
AnimationMode = ONCE
AnimationSpeedFactorRange 0.9 1.1
TransitionKey = TRANS_STAND_AK
WeaponFireFXBone = PRIMARY MuzzleAK
WeaponMuzzleFlash = PRIMARY MuzzleAKFX
End
ConditionState = MOVING
Animation = UIMOB03_SKL.UIMOB03_RND
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = MOVING_AK
End
ConditionState = DYING
Animation = UIMOB03_SKL.UIMOB03_DD1
Animation = UIMOB03_SKL.UIMOB03_DD2
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
ConditionState = SPECIAL_CHEERING
Animation = UIMOB03_SKL.UIMOB03_CHD
AnimationMode = ONCE
End
; Drawing pistol
ConditionState = PREATTACK_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ;
start firing
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_A FIRING_A
AliasConditionState = PREATTACK_A
BETWEEN_FIRING_SHOTS_A
; Firing pistol
ConditionState = FIRING_A
Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ;
looping firing
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
ConditionState = RELOADING_A
Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ;
end firing
AnimationMode = ONCE
End
; This transition allows him to put his gun away
when he's finished attacking.
TransitionState = TRANS_FIRING_AK TRANS_STAND_AK
Animation = UIMOB03_SKL.UIMOB03_ATD_ED ;
end firing
AnimationMode = ONCE
End
; ;Throwing bottle-------------------------------
; ConditionState = PREATTACK_C
; Animation = UIMOB03_SKL.UIMOB03_ATCA_BF ;
the wind up
; End
; AliasConditionState = PREATTACK_C FIRING_A
; AliasConditionState = PREATTACK_C RELOADING_A
; AliasConditionState = PREATTACK_C
BETWEEN_FIRING_SHOTS_A
;
; ConditionState = FIRING_C
; Animation = UIMOB03_SKL.UIMOB03_ATCA_AF ;
the release and follow-thru
; TransitionKey = TRANS_THROW
; End
; AliasConditionState = FIRING_C
BETWEEN_FIRING_SHOTS_A
;
; ConditionState RELOADING_C
; Animation =UIMOB03_SKL.UIMOB03_IDA1
; WaitForStateToFinishIfPossible = TRANS_THROW ;
universal hub for follow-thru
;
; End
; AliasConditionState = RELOADING_C RELOADING_A
; AliasConditionState = RELOADING_C FIRING_A
; AliasConditionState = RELOADING_C
BETWEEN_FIRING_SHOTS_A
; TransitionState = TRANSXXX TRANS_THROW
; Animation =
UIMOB03_SKL.UIMOB03_XXXXXXXXputaway gun and take out
bottle
; End
; TransitionState = TRANS_THROW TRANS_FIRING_A
; Animation =
UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get
PISTOL
; End
; TransitionState = TRANSXXXAK TRANS_THROW
; Animation =
UIMOB03_SKL.UIMOB03_XXXXXXXXputaway AK and take out
bottle
; End
; TransitionState = TRANS_THROW TRANS_FIRING_AK
; Animation =
UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get AK
; End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIMOB03_SKL.UIMOB03_A_ADTD1
Animation = UIMOB03_SKL.UIMOB03_D_ADTD1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = UIMOB03_SKL.UIMOB03_A_ADTD2
Animation = UIMOB03_SKL.UIMOB03_D_ADTD2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = UIMOB03_SKL.UIMOB03_A_ADTD3
Animation = UIMOB03_SKL.UIMOB03_D_ADTD3
AnimationMode = ONCE
TransitionKey = None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Rebel
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many
"slots" we take in a transport (0 == not
transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY GLAAngryMobAK47Weapon
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = GLABarracks
End
BuildCost = 150
BuildTime = 5.0 ;in seconds
ExperienceValue = 15 15 30 40 ;Experience
point value at each level
ExperienceRequired = 0 40 60 120 ;Experience
points needed to gain each level
IsTrainable = Yes ;Can gain
experience
CrushableLevel = 0 ;What am I?: 0 =
for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GLAInfantryRebelCommandSet
; *** AUDIO Parameters ***
VoiceSelect = RebelVoiceSelect
VoiceMove = RebelVoiceMove
VoiceGuard = RebelVoiceMove
VoiceAttack = RebelVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = RebelVoiceFear
VoiceTaskComplete = RebelVoiceCaptureComplete
UnitSpecificSounds
VoiceCreate = RebelVoiceCreate
VoiceSubdue = RebelVoiceSubdue
VoiceGarrison = RebelVoiceGarrison
VoiceEnter = RebelVoiceMove
VoiceEnterHostile = RebelVoiceMove
VoiceGetHealed = RebelVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK
ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS
INFANTRY SALVAGER SCORE
Behavior = WeaponSetUpgrade UpgradeTag_01
TriggeredBy = Upgrade_GLAArmTheMob
End
Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = CommandButtonHuntUpdate ModuleTag_04 ;
allows use of command button hunt script with this
unit.
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = StealthUpdate ModuleTag_07
StealthDelay = 2500 ; msec
StealthForbiddenConditions = ATTACKING
USING_ABILITY
MoveThresholdSpeed = 3
InnateStealth = No ;Requires
upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = WeaponBonusUpgrade ModuleTag_09
TriggeredBy = Upgrade_GLAAPBullets
End
Behavior = StealthUpgrade ModuleTag_10
TriggeredBy = Upgrade_GLACamouflage
End
Behavior = SquishCollide ModuleTag_11
;nothing
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -
EXPLODED -BURNED -POISONED -POISONED_BETA -
POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RebelDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RebelDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireGLA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ;
don't forget to give it a new, unique module tag
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
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL
OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_16
PoisonDamageInterval = 100 ; Every this many
msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long
after last hit by poison damage
End
Behavior = SpecialAbility ModuleTag_17
SpecialPowerTemplate =
SpecialAbilityRebelCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = RebelVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_18
SpecialPowerTemplate =
SpecialAbilityRebelCaptureBuilding
StartAbilityRange = 5.0
UnpackTime = 3000 ; (changing this
will scale anim speed)
PreparationTime = 20000 ; time to complete
hack once prepared (changing this will scale anim
speed)
PackTime = 2000 ; (changing this
will scale anim speed)
DoCaptureFX = Yes
AwardXPForTriggering = 12
;SkillPointsForTriggering = ??? -- Dustin, fill
me out if you want different balance values.
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19
SpecialPowerTemplate =
SpecialAbilityRebelCaptureBuilding
TriggeredBy = Upgrade_InfantryCaptureBuilding
End
Behavior = SpecialAbility ModuleTag_20
SpecialPowerTemplate = SpecialAbilityBoobyTrap
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = RebelVoiceBoobyTrapInstall
End
Behavior = SpecialAbilityUpdate ModuleTag_21
SpecialPowerTemplate = SpecialAbilityBoobyTrap
StartAbilityRange = 5.0
PreparationTime = 0
SpecialObject = BoobyTrap
MaxSpecialObjects = 100
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges
are persistent till lifetime expires or owner
detonates them.
; Not implemented UniqueSpecialObjectTargets = Yes
;This prevents multiple charges placed on the
same object.
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22
SpecialPowerTemplate = SpecialAbilityBoobyTrap
TriggeredBy =
Upgrade_GLAInfantryRebelBoobyTrapAttack
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End