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NukeGeneral.ini
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NukeGeneral.ini
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;------------------------------------------------------------------------------
Object Nuke_RadiationFieldSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE STICK_TO_TERRAIN_SLOPE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = RadiationPoolAmbientLoop
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = Nuke_SmallRadiationFieldWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 2500
MaxLifetime = 2500
End
Behavior = FireWeaponUpdate ModuleTag_05
Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
End
Behavior = DestroyDie ModuleTag_06
End
Behavior = FXListDie ModuleTag_07
DeathFX = FX_RadiationPoolDie
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
Object Nuke_BattleMasterTankShell
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = AVTankShel
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = DumbProjectileBehavior ModuleTag_04
DetonateCallsKill = Yes
; To tweak a Bezier path, please see GS
FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 10
FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny...
End
Behavior = WeaponBonusUpgrade ModuleTag_06
TriggeredBy = Nuke_Upgrade_ChinaWGUraniumShells
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
DeathWeapon = Nuke_NukeShellWeapon
StartsActive = Yes
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
;------------------------------------------------------------------------------
Object Nuke_OverlordTankShell
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = AVTankShel
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = DumbProjectileBehavior ModuleTag_04
DetonateCallsKill = Yes
; To tweak a Bezier path, please see GS
FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 10
FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny...
End
Behavior = WeaponBonusUpgrade ModuleTag_06
TriggeredBy = Nuke_Upgrade_ChinaWGUraniumShells
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
DeathWeapon = Nuke_NukeShellWeapon
StartsActive = Yes
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
;----------------------------------------------------------------------------------------------------------
Object Nuke_ChinaVehicleHelix
; *** ART Parameters ***
SelectPortrait = SNHelix_L
ButtonImage = SNHelix
UpgradeCameo2 = Nuke_Upgrade_HelixNukeBomb
UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon
UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower
UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker
Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures
ParticlesAttachedToAnimatedBones = Yes
DefaultConditionState
Model = NVHELIX
Animation = NVHELIX.NVHELIX
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY Muzzle03
WeaponMuzzleFlash = PRIMARY TurretFX03
HideSubObject = BombWing
End
ConditionState = MOVING
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End
ConditionState = REALLYDAMAGED
Model = NVHELIX_d
Animation = NVHELIX_d.NVHELIX_d
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED MOVING
Model = NVHELIX_d
Animation = NVHELIX_d.NVHELIX_d
AnimationMode = LOOP
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End
ConditionState = RUBBLE
Model = NVHELIX_d
Animation = NVHELIX_d.NVHELIX_d
AnimationMode = LOOP
End
ConditionState = RUBBLE MOVING
Model = NVHELIX_d
Animation = NVHELIX_d.NVHELIX_d
AnimationMode = LOOP
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = NVHELIX_d
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Helix
EditorSorting = VEHICLE
Side = ChinaNukeGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 600
BuildCost = 1750
BuildTime = 20.0 ;in seconds
Prerequisites
Object = Nuke_ChinaAirfield
End
ExperienceValue = 50 100 150 200 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes
CommandSet = Nuke_ChinaVehicleHelixCommandSet
ArmorSet
Conditions = None
Armor = ChinookArmor
DamageFX = None
End
WeaponSet
Conditions = None
;----------------------------
Weapon = PRIMARY HelixMinigunWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
;----------------------------
End
WeaponSet
Conditions = PLAYER_UPGRADE
;----------------------------
Weapon = PRIMARY HelixMinigunWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
;----------------------------
End
; *** AUDIO Parameters ***
VoiceSelect = HelixVoiceSelect
VoiceMove = HelixVoiceMove
VoiceAttack = HelixVoiceAttack
SoundAmbient = HelixAmbientLoop
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = HelixVoiceCreate
VoiceUnload = HelixVoiceUnload
VoiceGarrison = HelixVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
; note that, although Helixes aren't produced at helipads, we want to set this KINDOF so that they can land at
; (well, "near" actually) an Airfield to get healed...
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK
Body = ActiveBody ModuleTag_03
MaxHealth = 300.0
InitialHealth = 300.0
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End
Behavior = ChinookAIUpdate ModuleTag_07
AutoAcquireEnemiesWhenIdle = Yes
RotorWashParticleSystem = HelixRotorWashRing
End
Locomotor = SET_NORMAL HelixLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_10
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = HelixDamagedLoop
MinSelfSpin = 40 ; in degrees per second
MaxSelfSpin = 120 ; in degrees per second
SelfSpinUpdateDelay = 300 ; in milliseconds
SelfSpinUpdateAmount = 5 ; in degrees
FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1000 ; in milliseconds
MaxBladeFlyOffDelay = 1000 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = HelixBlades
BladeBoneName = Propeller01
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_HelixHelicopterBlowUpBig
OCLFinalBlowUp = OCL_HelixBlades
DelayFromGroundToFinalDeath = 30
FinalRubbleObject = HelixRubbleHull
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
Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
;--------------------------
Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_HelixGattlingCannon
TriggeredBy = Upgrade_ChinaHelixGattlingCannon
ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
End
Behavior = CommandSetUpgrade ModuleTag_26
CommandSet = Nuke_ChinaHelixGattlingCannonCommandSet
TriggeredBy = Upgrade_ChinaHelixGattlingCannon
ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
End
Behavior = WeaponSetUpgrade ModuleTag_35
TriggeredBy = Upgrade_ChinaHelixGattlingCannon
End
; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling
; Behavior = SubObjectsUpgrade ModuleTag_36
; TriggeredBy = Upgrade_ChinaHelixGattlingCannon
; ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
; HideSubObjects = MINIGUN
; End
;--------------------------
Behavior = ObjectCreationUpgrade ModuleTag_23
UpgradeObject = OCL_HelixPropagandaTower
TriggeredBy = Upgrade_ChinaHelixPropagandaTower
ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker
End
Behavior = CommandSetUpgrade ModuleTag_27
CommandSet = Nuke_ChinaHelixPropagandaTowerCommandSet
TriggeredBy = Upgrade_ChinaHelixPropagandaTower
ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker
End
;--------------------------
Behavior = ObjectCreationUpgrade ModuleTag_24
UpgradeObject = OCL_HelixBattleBunker
TriggeredBy = Upgrade_ChinaHelixBattleBunker
ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower
End
Behavior = CommandSetUpgrade ModuleTag_28
CommandSet = Nuke_ChinaHelixBattleBunkerCommandSet
TriggeredBy = Upgrade_ChinaHelixBattleBunker
ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower
End
Behavior = PassengersFireUpgrade ModuleTag_34
TriggeredBy = Upgrade_ChinaHelixBattleBunker
End
;--------------------------
Behavior = HelixContain ModuleTag_29
Slots = 5
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE
ForbidInsideKindOf = AIRCRAFT
ExitDelay = 100
NumberOfExitPaths = 1
PassengersAllowedToFire = No ; the
End
Behavior = WeaponSetUpgrade ModuleTag_30
TriggeredBy = Upgrade_ChinaBlackNapalm
End
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb
UpdateModuleStartsAttack = Yes
StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on
InitiateSound = HelixVoiceAttack
End
Behavior = SpecialAbilityUpdate ModuleTag_33
SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb
StartAbilityRange = 3.0
PreparationTime = 0
SpecialObject = NukeBomb
MaxSpecialObjects = 1
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object.
UnpackTime = 500 ;slight delay to drop bomb
FlipOwnerAfterUnpacking = No
FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability
UnpackSound = NoSound
LoseStealthOnTrigger = No
ApproachRequiresLOS = No ; we are a helicopter, we can see everything
NeedToFaceTarget = No ; can drop the bomb at any angle to target
PersistentPrepTime = 100
PersistenceRequiresRecharge = Yes
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38
SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb
TriggeredBy = Nuke_Upgrade_HelixNukeBomb
End
Behavior = SubObjectsUpgrade ModuleTag_39
TriggeredBy = Nuke_Upgrade_HelixNukeBomb
ShowSubObjects = BombWing
End
Geometry = CYLINDER
GeometryMajorRadius = 35.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object Nuke_ChinaHelixGattlingCannon
; *** ART Parameters ***
SelectPortrait = SNGatTower_L
ButtonImage = SNGatTower
;UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo1 = Upgrade_ChinaUraniumShells
UpgradeCameo2 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = CHASSISBONE
DefaultConditionState
Model = NVHelix_G
Turret = TURRET01
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = CONTINUOUS_FIRE_SLOW
Model = NVHelix_G
Animation = NVHelix_G.NVHelix_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN
Model = NVHelix_G
Animation = NVHelix_G.NVHelix_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST
Model = NVHelix_G
Animation = NVHelix_G.NVHelix_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
ConditionState = REALLYDAMAGED
Model = NVHelix_GD
Turret = TURRET01
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
ParticleSysBone = Smoke01 SmokeFactionMedium
ParticleSysBone = Smoke02 SmokeFactionMedium
ParticleSysBone = Smoke03 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED
Model = NVHelix_GD
Animation = NVHelix_GD.NVHelix_GD
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED
Model = NVHelix_GD
Animation = NVHelix_GD.NVHelix_GD
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED
Model = NVHelix_GD
Animation = NVHelix_GD.NVHelix_GD
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
End
; ***DESIGN parameters ***
Side = ChinaNukeGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingBuildingGun
PreferredAgainst = PRIMARY INFANTRY
Weapon = SECONDARY GattlingBuildingGunAir
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = StealthDetectorUpdate ModuleTag_SDU
DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network.
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 60 // turn rate, in degrees per sec
TurretPitchRate = 60
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Behavior = WeaponBonusUpgrade ModuleTag_05
TriggeredBy = Upgrade_ChinaChainGuns
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object Nuke_ChinaHelixPropagandaTower
; *** ART Parameters ***
SelectPortrait = SNPropSpeaker_L
ButtonImage = SNPropSpeaker
UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo2 = Upgrade_ChinaUraniumShells
UpgradeCameo3 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = CHASSISBONE
ConditionState = NONE
Model = NVHELIX_S
Animation = NVHELIX_S.NVHELIX_S
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = NVHELIX_SD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; night
ConditionState = NIGHT
Model = NVHELIX_S
Animation = NVHELIX_S.NVHELIX_S
AnimationMode = LOOP
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
Side = ChinaNukeGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
;<No Data>
End
Behavior = PropagandaTowerBehavior ModuleTag_04
Radius = 150.0
DelayBetweenUpdates = 2000 ; in milliseconds
HealPercentEachSecond = 1% ; get this % of max health every second
PulseFX = FX_HelixPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
UpgradeRequired = Upgrade_ChinaSubliminalMessaging
UpgradedHealPercentEachSecond = 2% ; get this % of max health every second
UpgradedPulseFX = FX_HelixPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
End
Behavior = DestroyDie ModuleTag_05
;<No Data>
End
Geometry = BOX
GeometryMajorRadius = 6.0
GeometryMinorRadius = 6.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object Nuke_ChinaHelixBattleBunker
; *** ART Parameters ***
SelectPortrait = SNBunker_L
ButtonImage = SNBunker
;UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo1 = Upgrade_ChinaUraniumShells
UpgradeCameo2 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = CHASSISBONE
ConditionState = NONE
Model = NVHELIX_B
End
ConditionState = REALLYDAMAGED
Model = NVHELIX_BD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; night
ConditionState = NIGHT
Model = NVHELIX_B
End
ConditionState = NIGHT REALLYDAMAGED
Model = NVHELIX_BD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
Side = ChinaNukeGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceUnload = OverlordTankVoiceUnload
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Geometry = BOX
GeometryMajorRadius = 6.0
GeometryMinorRadius = 6.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object Nuke_ChinaJetMIG
; *** ART Parameters ***
SelectPortrait = SNMig_L
ButtonImage = SNMig
UpgradeCameo1 = Upgrade_ChinaAircraftArmor
UpgradeCameo2 = Upgrade_ChinaTacticalNukeMig
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVMIGN
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End
ConditionState = JETEXHAUST
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = JETEXHAUST JETAFTERBURNER
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Exhaust01 JetExhaust
ParticleSysBone = Exhaust02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = REALLYDAMAGED
Model = NVMIGN_D
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = RUBBLE
Model = NVMIGN_D
End
ConditionState = REALLYDAMAGED JETEXHAUST
Model = NVMIGN_D
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = NVMIGN_D
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
; @todo srj -- model missing
;Model = NVMIG_D1B
Model = NVMIGN_D
;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
End
; ***DESIGN parameters ***