;------------------------------------------------------------------------------
Object AmericaVehicleTHAAD
; *** ART Parameters ***
SelectPortrait = SAThunderBolt_L
ButtonImage = SAThunderBolt
UpgradeCameo1 = Upgrade_AmericaCompositeArmor
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVTHAAD
Animation = AVTHAAD.AVTHAAD
AnimationMode = ONCE_BACKWARDS
Turret = TURRET
Flags = START_FRAME_FIRST
WeaponLaunchBone = SECONDARY WEAPONA
WeaponFireFXBone = SECONDARY WEAPONA
End
ConditionState = RUBBLE
Model = AVTHAAD_D
Animation = AVTHAAD_D.AVTHAAD_D
AnimationMode = ONCE_BACKWARDS
Turret = TURRET
Flags = START_FRAME_FIRST
WeaponLaunchBone = SECONDARY WEAPONA
WeaponFireFXBone = SECONDARY WEAPONA
End
;*** PACKED STATE -- ready to move ***
ConditionState = MOVING
Animation = AVTHAAD.AVTHAAD
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED MOVING
Model = AVTHAAD_D
Animation = AVTHAAD_D.AVTHAAD_D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
;*** UNPACKING STATE -- preparing to fire ***
ConditionState = UNPACKING
Animation = AVTHAAD.AVTHAAD
AnimationMode = ONCE
End
ConditionState = REALLYDAMAGED UNPACKING
Model = AVTHAAD_D
Animation = AVTHAAD_D.AVTHAAD_D
AnimationMode = ONCE
End
;*** PACKING STATE -- preparing to move ***
ConditionState = PACKING
Animation = AVTHAAD.AVTHAAD
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
ConditionState = REALLYDAMAGED PACKING
Model = AVTHAAD_D
Animation = AVTHAAD_D.AVTHAAD_D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
;*** DEPLOYED STATE -- ready to fire ***
ConditionState = DEPLOYED
Model = AVTHAAD
Animation = AVTHAAD.AVTHAAD
AnimationMode = ONCE
Flags = START_FRAME_LAST
End
ConditionState = DEPLOYED REALLYDAMAGED
Model = AVTHAAD_D
Animation = AVTHAAD_D.AVTHAAD_D
AnimationMode = ONCE
Flags = START_FRAME_LAST
End
TrackMarks = EXTireTrack.tga
Dust = ScudLauncherDust
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 = Tire03
LeftRearTireBone = Tire06
RightRearTireBone = Tire08
MidLeftFrontTireBone = Tire02
MidRightFrontTireBone = Tire04
MidLeftRearTireBone = Tire05
MidRightRearTireBone = Tire07
TireRotationMultiplier = 0.2 ; this * speed = rotation.
;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:THAAD
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 6
WeaponSet
Conditions = None
Weapon = SECONDARY ThaadMissileWeapon
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
BuildCost = 2000
BuildTime = 34.0 ;in seconds
VisionRange = 250
ShroudClearingRange = 400
Prerequisites
Object = AmericaWarFactory
Object = AmericaStrategyCenter
End
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 800 1600 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
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 = AmericaVehicleTHAADCommandSet
; *** AUDIO Parameters ***
VoiceSelect = CrusaderTankVoiceSelect
VoiceMove = CrusaderTankVoiceMove
VoiceGuard = CrusaderTankVoiceMove
VoiceAttack = CrusaderTankVoiceAttack
SoundMoveStart = CrusaderTankMoveStart
SoundMoveStartDamaged = CrusaderTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = CrusaderTankVoiceCreate
VoiceEnter = CrusaderTankVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = CrusaderTankVoiceCrush
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 350.0
InitialHealth = 350.0
; 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 = 480
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = DeployStyleAIUpdate ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
PackTime = 3333
UnpackTime = 3333
TurretsFunctionOnlyWhenDeployed = Yes
TurretsMustCenterBeforePacking = Yes
ManualDeployAnimations = Yes
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 1
End
Locomotor = SET_NORMAL ScudLauncherLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = ProductionUpdate ModuleTag_07
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_08
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 50.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_10
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_CrusaderTank_CrushEffect
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_CrusaderTank_CrushEffect
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = DestroyDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
End
; A crushing defeat
Behavior = FXListDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
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
Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 12.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
Scale = 1.06
End