Object XXXXXXXXX ; ***DESIGN parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = XXX_XXX_XXX Animation = XXX_XXX_XXX.XXX_XXX_XXX AnimationMode = LOOP ParticleSysBone = FXBONE01 XXXPortal ParticleSysBone = FXBONE02 XXXPortalFlareXXX HideSubObject = FXBONE01 FXBONE02 End ConditionState = POST_COLLAPSE Model = NONE End ;under construction <i><b>*censored*</b></i> ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = XXX_XXX_XXX ParticleSysBone = Smoke01 ZombieConstructionSmokeBig Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION ParticleSysBone = Smoke01 ZombieConstructionSmokeBig Model = NONE End ;end under construction <i><b>*censored*</b></i> End DisplayName = OBJECT:XXX Side = Zombie EditorSorting = STRUCTURE TransportSlotCount = 0 ArmorSet Conditions = None Armor = XXXArmorSmall DamageFX = XXXDamageFXSmall End BuildCost = 50000 BuildTime = 360.0 ;in seconds EnergyProduction = 100 VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ExperienceValue = 150 150 150 150 ; Experience point value at each level RadarPriority = UNIT KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BARRACKS SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT ; *** ENGINEERING Parameters *** Body = StructureBody ModuleTag_10 MaxHealth = 5500.0 InitialHealth = 5500.0 SubdualDamageCap = 2700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End CommandSet = XXXCommandSet Behavior = ProductionUpdate ModuleTag_03 QuantityModifier = DamagedZombiekr 5 QuantityModifier = HammerZombiekr 5 QuantityModifier = FastZombiekr 5 QuantityModifier = BurningZombielrskr 2 QuantityModifier = BurningZombierskr 3 End Behavior = DefaultProductionExitUpdate ModuleTag_03andHalf UnitCreatePoint = X: 0.0 Y: 0.0 Z:-25.0 NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End Behavior = DestroyDie ModuleTag_05 DeathTypes = NONE End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 1000 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 End Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL ProbabilityModifier = 50 DestructionDelay = 3000 DestructionDelayVariance = 100 FX = INITIAL FX_MOABFinalExplosion FX = MIDPOINT FX_MOABIgnite FX = FINAL FX_XXXPulse Weapon = INITIAL XXXAirGasBig Weapon = MIDPOINT XXXDetonationWeapon1 Weapon = FINAL XXXDetonationWeapon2 End Behavior = FlammableUpdate ModuleTag_07 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 140.0 GeometryMinorRadius = 140.0 GeometryHeight = 90.0 Shadow = SHADOW_DECAL ShadowTexture = XXX_Decal ShadowSizeX = 300 ShadowSizeY = 300 BuildCompletion = PLACED_BY_PLAYER End
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