;------------------------------------------------------------------------------
Object ChinaTankGattlingAvenger
; *** ART Parameters ***
SelectPortrait = SAAvnger_L
ButtonImage = SAAvnger
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
;UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
Draw = W3DOverlordTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TurretFX03
ExtraPublicBone = LazerSpot01
ExtraPublicBone = LazerSpot02
DefaultConditionState
Model = AVAVNGER
HideSubObject = TURRET01
End
ConditionState = REALLYDAMAGED
Model = AVAVNGER_D
HideSubObject = TURRET01
End
ConditionState = RUBBLE
Model = AVAVNGER_D1
End
;When a bombtruck disguises as an avenger, show the turret!
ConditionState = DISGUISED
Model = AVAVNGER
ShowSubObject = TURRET01
End
ConditionState = REALLYDAMAGED DISGUISED
Model = AVAVNGER_D
ShowSubObject = TURRET01 ;Hide controlled turret
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Avenger
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY AvengerTargetDesignator
Weapon = SECONDARY AvengerAirLaserDummy
End
ArmorSet
Conditions = None
Armor = AvengerArmor
DamageFX = TankDamageFX
End
BuildCost = 1500
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Lazr_AmericaWarFactory
; Object = Lazr_AmericaStrategyCenter
End
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level
IsTrainable = Yes
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 = Lazr_AmericaTankAvengerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = AvengerVoiceSelect
VoiceMove = AvengerVoiceMove
VoiceGuard = AvengerVoiceMove
VoiceAttack = AvengerVoicePaint
VoiceAttackAir = AvengerVoiceAttack
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = AvengerVoiceCreate
TurretMoveLoop = NoSound
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = NoSound
VoiceEnter = AvengerVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 300.0
InitialHealth = 300.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AvengerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_AvengerTankDeathEffect
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_AvengerTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = AvengerPointDefenseLaserOne
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 0
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two
WeaponTemplate = AvengerPointDefenseLaserTwo
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 100
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
Behavior = OverlordContain ModuleTag_OverlordContain
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PayloadTemplateName = ChinaTankOverlordGattlingCannon
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = Lazr_OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_19
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_11
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = DestroyDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = CreateCrateDie ModuleTag_16
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = FlammableUpdate ModuleTag_22
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = MaxHealthUpgrade ModuleTag_23
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object ChinaTankPropagandaAvenger
; *** ART Parameters ***
SelectPortrait = SAAvnger_L
ButtonImage = SAAvnger
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_ChinaSubliminalMessaging
Draw = W3DOverlordTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TurretFX03
ExtraPublicBone = LazerSpot01
ExtraPublicBone = LazerSpot02
DefaultConditionState
Model = AVAVNGER
HideSubObject = TURRET01
End
ConditionState = REALLYDAMAGED
Model = AVAVNGER_D
HideSubObject = TURRET01
End
ConditionState = RUBBLE
Model = AVAVNGER_D1
End
;When a bombtruck disguises as an avenger, show the turret!
ConditionState = DISGUISED
Model = AVAVNGER
ShowSubObject = TURRET01
End
ConditionState = REALLYDAMAGED DISGUISED
Model = AVAVNGER_D
ShowSubObject = TURRET01 ;Hide controlled turret
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Avenger
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY AvengerTargetDesignator
;Weapon = SECONDARY AvengerAirLaserDummy ;Not used since we have no turret to attack aircraft
End
ArmorSet
Conditions = None
Armor = AvengerArmor
DamageFX = TankDamageFX
End
BuildCost = 1500
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Lazr_AmericaWarFactory
; Object = Lazr_AmericaStrategyCenter
End
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level
IsTrainable = Yes
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 = Lazr_AmericaTankAvengerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = AvengerVoiceSelect
VoiceMove = AvengerVoiceMove
VoiceGuard = AvengerVoiceMove
VoiceAttack = AvengerVoicePaint
VoiceAttackAir = AvengerVoiceAttack
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = AvengerVoiceCreate
TurretMoveLoop = NoSound
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = NoSound
VoiceEnter = AvengerVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 300.0
InitialHealth = 300.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AvengerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_AvengerTankDeathEffect
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_AvengerTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = AvengerPointDefenseLaserOne
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 0
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two
WeaponTemplate = AvengerPointDefenseLaserTwo
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 100
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
Behavior = OverlordContain ModuleTag_OverlordContain
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PayloadTemplateName = ChinaTankOverlordPropagandaTower
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = Lazr_OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_19
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_11
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = DestroyDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = CreateCrateDie ModuleTag_16
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = FlammableUpdate ModuleTag_22
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = MaxHealthUpgrade ModuleTag_23
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object ChinaTankBunkerAvenger
; *** ART Parameters ***
SelectPortrait = SAAvnger_L
ButtonImage = SAAvnger
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
;UpgradeCameo4 = Upgrade_ChinaSubliminalMessaging
Draw = W3DOverlordTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TurretFX03
ExtraPublicBone = LazerSpot01
ExtraPublicBone = LazerSpot02
DefaultConditionState
Model = AVAVNGER
HideSubObject = TURRET01
End
ConditionState = REALLYDAMAGED
Model = AVAVNGER_D
HideSubObject = TURRET01
End
ConditionState = RUBBLE
Model = AVAVNGER_D1
End
;When a bombtruck disguises as an avenger, show the turret!
ConditionState = DISGUISED
Model = AVAVNGER
ShowSubObject = TURRET01
End
ConditionState = REALLYDAMAGED DISGUISED
Model = AVAVNGER_D
ShowSubObject = TURRET01 ;Hide controlled turret
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Avenger
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY AvengerTargetDesignator
;Weapon = SECONDARY AvengerAirLaserDummy ;Not used since we have no turret to attack aircraft
End
ArmorSet
Conditions = None
Armor = AvengerArmor
DamageFX = TankDamageFX
End
BuildCost = 1500
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Lazr_AmericaWarFactory
; Object = Lazr_AmericaStrategyCenter
End
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level
IsTrainable = Yes
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 = ChinaTankOverlordBattleBunkerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = AvengerVoiceSelect
VoiceMove = AvengerVoiceMove
VoiceGuard = AvengerVoiceMove
VoiceAttack = AvengerVoicePaint
VoiceAttackAir = AvengerVoiceAttack
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = AvengerVoiceCreate
TurretMoveLoop = NoSound
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = NoSound
VoiceEnter = AvengerVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 300.0
InitialHealth = 300.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AvengerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_AvengerTankDeathEffect
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_AvengerTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = AvengerPointDefenseLaserOne
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 0
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two
WeaponTemplate = AvengerPointDefenseLaserTwo
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 100
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
Behavior = OverlordContain ModuleTag_OverlordContain
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PayloadTemplateName = ChinaTankOverlordBattleBunker
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = Lazr_OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_19
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_11
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = DestroyDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = CreateCrateDie ModuleTag_16
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = FlammableUpdate ModuleTag_22
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = MaxHealthUpgrade ModuleTag_23
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End