BIGF_«ƒ„_yData\INI\CommandButton.ini_ư6½Data\INI\CommandSet.ini–º ¥Data\INI\Object\CivilianUnit.iniL225;------------------------------------------------------------------------------ ;Command buttons are buttons that we place on the in game UI to create the ;context sensitive command sets ;------------------------------------------------------------------------------ ; Beacon placement (Multiplayer only) Command --------------------------------- CommandButton Command_PlaceBeacon Command = PLACE_BEACON Options = NEED_TARGET_POS CursorName = PlaceBeacon InvalidCursorName = GenericInvalid End ; Special Weapon Commands ----------------------------------------------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Command_DaisyCutter Command = SPECIAL_POWER SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_DaisyCutter SCIENCE_MOAB ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_DaisyCutterFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_DaisyCutter SCIENCE_MOAB ;These will cause the buttons to change icons, nothing more TextLabel = OBJECT:DaisyCutterBomb ButtonImage = SACDaisyCutter ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End ;Kris: ;This button exists so Command_DaisyCutter's Science = SCIENCE_MOAB can extract the new cameo. ;This science isn't purchasable.. it's a researched upgrade. CommandButton Command_FAKECOMMAND_PurchaseScienceMOAB Command = PURCHASE_SCIENCE Options = SCRIPT_ONLY ;Hide it so we can't purchase it in the interface. Science = SCIENCE_MOAB ButtonImage = SAMOAB ;Copy this image when DaisyCutter has MOAB science. TextLabel = CONTROLBAR:MOAB ;Used for controlbar button (with hotkey) ConflictingLabel = OBJECT:MOAB ;Used for shortcut button (no hotkey) DescriptLabel = CONTROLBAR:TooltipMOAB ;Copy this text when DaisyCutter has MOAB science. End CommandButton Early_Command_LeafletDrop Command = SPECIAL_POWER SpecialPower = Early_SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDrop ButtonImage = SALeaflet ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_LeafletDrop Command = SPECIAL_POWER SpecialPower = SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDrop ButtonImage = SALeaflet ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_LeafletDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDropShort ButtonImage = SALeaflet ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Early_Command_LeafletDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDropShort ButtonImage = SALeaflet ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_FireParticleUplinkCannon Command = SPECIAL_POWER SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Command_FireParticleUplinkCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End ;Cinematic only -- used to launch the baikonur rocket. CommandButton Command_LaunchBaikonurRocket Command = SPECIAL_POWER SpecialPower = SuperweaponLaunchBaikonurRocket Options = NEED_SPECIAL_POWER_SCIENCE SCRIPT_ONLY ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is End ;Cinematic only -- used to detonate the baikonur rocket at any location instantly CommandButton Command_DetonateBaikonurRocketAtLocation Command = SPECIAL_POWER SpecialPower = SuperweaponLaunchBaikonurRocket Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND SCRIPT_ONLY ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_NapalmStrike Command = SPECIAL_POWER SpecialPower = SuperweaponNapalmStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NapalmStrike ButtonImage = SNFirestorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = NAPALMSTRIKE InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_NapalmStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponNapalmStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = GUI:SuperweaponNapalmStrike ButtonImage = SNFirestorm ; ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = NAPALMSTRIKE InvalidCursorName = GenericInvalid End CommandButton Command_Paradrop Command = SPECIAL_POWER SpecialPower = SuperweaponParadropAmerica Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Paradrop1 SCIENCE_Paradrop2 SCIENCE_Paradrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Paradrop ButtonImage = SACParatroopers ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Command_ParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParadropAmerica Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Paradrop1 SCIENCE_Paradrop2 SCIENCE_Paradrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponParadropAmerica ButtonImage = SACParatroopers ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Command_ClusterMines Command = SPECIAL_POWER SpecialPower = SuperweaponClusterMines Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ClusterMines ButtonImage = SSClusterMines ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipClusterMines RadiusCursorType = CLUSTERMINES InvalidCursorName = GenericInvalid End CommandButton Command_ClusterMinesFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponClusterMines Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:ClusterMinesBomb ButtonImage = SSClusterMines ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipClusterMines RadiusCursorType = CLUSTERMINES InvalidCursorName = GenericInvalid End CommandButton Command_EMPPulse Command = SPECIAL_POWER SpecialPower = SuperweaponEMPPulse Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:EMPPulse ButtonImage = SSEMP ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipEMPPulse RadiusCursorType = EMPPULSE InvalidCursorName = GenericInvalid End CommandButton Command_EMPPulseFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponEMPPulse Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:EMPPulseBomb ButtonImage = SSEMP ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipEMPPulse RadiusCursorType = EMPPULSE InvalidCursorName = GenericInvalid End CommandButton Command_A10ThunderboltMissileStrike Command = SPECIAL_POWER SpecialPower = SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_A10ThunderboltMissileStrike1 SCIENCE_A10ThunderboltMissileStrike2 SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:A10ThunderboltMissileStrike ButtonImage = SSA10Attack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton Command_A10ThunderboltMissileStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_A10ThunderboltMissileStrike1 SCIENCE_A10ThunderboltMissileStrike2 SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponA10ThunderboltMissileStrike ButtonImage = SSA10Attack ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton Command_SpectreGunship Command = SPECIAL_POWER SpecialPower = SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunshipSolo ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunship ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton Command_SpectreGunshipFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunshipSolo ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunshipFromShortcut ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CrateDrop Command = SPECIAL_POWER SpecialPower = SuperweaponCrateDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CrateDrop ;TextLabel = GUI:Blank ButtonImage = SCTempDefaultCommand CursorName = DaisyCutter InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCrateDrop End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CrateDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCrateDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = GUI:SuperweaponCrateDrop ;TextLabel = GUI:Blank ButtonImage = SCTempDefaultCommand CursorName = DaisyCutter InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCrateDrop End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CarpetBomb Command = SPECIAL_POWER SpecialPower = SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SSCarpetBomb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SSCarpetBomb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = Early_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Nuke_Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = Nuke_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:Nuke_CarpetBomb ButtonImage = SSNkeCrptBmb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_TooltipCarpetBomb End CommandButton Nuke_Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:Nuke_CarpetBomb ButtonImage = SSNkeCrptBmb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_TooltipCarpetBomb End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_DetonateConvoyTruckNuke Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateNuke ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDetonateNuke End CommandButton Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissile ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissileShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Command_ScudStorm Command = SPECIAL_POWER SpecialPower = SuperweaponScudStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ScudStorm ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSCUDStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandButton Command_ScudStormFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponScudStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ScudStormShortcut ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSCUDStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandButton Command_ArtilleryBarrage Command = SPECIAL_POWER SpecialPower = SuperweaponArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:ArtilleryBarrage ButtonImage = SSBarrage ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End CommandButton Command_ArtilleryBarrageFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyArtilleryBarrage ButtonImage = SSBarrage ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End CommandButton Command_Frenzy Command = SPECIAL_POWER SpecialPower = SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Frenzy1 SCIENCE_Frenzy2 SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Frenzy ButtonImage = SNFrenzy01 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Command_FrenzyFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Frenzy1 SCIENCE_Frenzy2 SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyFrenzy ButtonImage = SNFrenzy01 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Early_Command_Frenzy Command = SPECIAL_POWER SpecialPower = Early_SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_Frenzy1 Early_SCIENCE_Frenzy2 Early_SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Frenzy ButtonImage = SNFrenzy01 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Early_Command_FrenzyFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_Frenzy1 Early_SCIENCE_Frenzy2 Early_SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyFrenzy ButtonImage = SNFrenzy01 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Command_CashHack Command = SPECIAL_POWER SpecialPower = SuperweaponCashHack Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND Science = SCIENCE_CashHack1 SCIENCE_CashHack2 SCIENCE_CashHack3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:CashHack ButtonImage = SSCashHack ; TEMP CURSORS, needs real ones -- amit CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSuperWeaponCashHack End CommandButton Command_CashHackFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCashHack Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND Science = SCIENCE_CashHack1 SCIENCE_CashHack2 SCIENCE_CashHack3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponCashHack ButtonImage = SSCashHack ; TEMP CURSORS, needs real ones -- amit CursorName = Hack InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSuperWeaponCashHack End CommandButton Command_SpySatelliteScan Command = SPECIAL_POWER SpecialPower = SpecialPowerSpySatellite Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:SpySatellite ButtonImage = SSSpySat ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpySatScan RadiusCursorType = SPYSATELLITE InvalidCursorName = GenericInvalid End CommandButton Command_SpySatelliteScanFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerSpySatellite Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NoHotKeySpySatellite ButtonImage = SSSpySat ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpySatScan RadiusCursorType = SPYSATELLITE InvalidCursorName = GenericInvalid End CommandButton Command_CommunicationsDownload Command = SPECIAL_POWER SpecialPower = SpecialPowerCommunicationsDownload Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT TextLabel = CONTROLBAR:CommunicationsDownload ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCommunicationsDownload End CommandButton Command_CommunicationsDownloadFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerCommunicationsDownload Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CommunicationsDownloadShortcut ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCommunicationsDownload End CommandButton Command_SpyDrone Command = SPECIAL_POWER SpecialPower = SpecialPowerSpyDrone Options = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:SpyDrone ButtonImage = SAScout ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpyDrone RadiusCursorType = SPYDRONE InvalidCursorName = GenericInvalid End CommandButton Command_SpyDroneFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerSpyDrone Options = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = OBJECT:SpyDrone ButtonImage = SAScout ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpyDrone RadiusCursorType = SPYDRONE InvalidCursorName = GenericInvalid End CommandButton Command_RadarVanScan Command = SPECIAL_POWER SpecialPower = SpecialPowerRadarVanScan Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_UPGRADE OK_FOR_MULTI_SELECT Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:RadarVanScan ButtonImage = SSRadarVanScan ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRadarVanScan RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_RadarVanScanFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerRadarVanScan Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_UPGRADE OK_FOR_MULTI_SELECT Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:RadarVanScanShortcut ButtonImage = SSRadarVanScan ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRadarVanScan RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_DetonateFakeBuilding Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateFakeBuilding ButtonImage = SSTerroristCarBomb ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDetonateFakeBuilding End CommandButton Command_BecomeRealGLACommandCenter Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLACommandCenter TextLabel = CONTROLBAR:BecomeRealGLACommandCenter ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLABarracks Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLABarracks TextLabel = CONTROLBAR:BecomeRealGLABarracks ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLASupplyStash Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLASupplyStash TextLabel = CONTROLBAR:BecomeRealGLASupplyStash ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLAArmsDealer Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLAArmsDealer TextLabel = CONTROLBAR:BecomeRealGLAArmsDealer ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLABlackMarket Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLABlackMarket TextLabel = CONTROLBAR:BecomeRealGLABlackMarket ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 ; The Terror Cell, Ambush, and Black Market Nuke will need to have their own targeting icons -- not yet complete CommandButton Command_TerrorCell Command = SPECIAL_POWER SpecialPower = SuperweaponTerrorCell Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:TerrorCell ButtonImage = SCTempDefaultCommand ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_EmergencyRepair Command = SPECIAL_POWER SpecialPower = SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_EmergencyRepair1 SCIENCE_EmergencyRepair2 SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:EmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Command_EmergencyRepairFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_EmergencyRepair1 SCIENCE_EmergencyRepair2 SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponEmergencyRepair ButtonImage = SSRepair ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Early_Command_EmergencyRepair Command = SPECIAL_POWER SpecialPower = Early_SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_EmergencyRepair1 Early_SCIENCE_EmergencyRepair2 Early_SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:EmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Early_Command_EmergencyRepairFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_EmergencyRepair1 Early_SCIENCE_EmergencyRepair2 Early_SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponEmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End ; you might be tempted to change this name of this button to "Command_RebelAmbush", ; but don't, since that can break existing scripts (srj) CommandButton Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SSGLAAmbush ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SSGLAAmbush ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_GPSScrambler Command = SPECIAL_POWER SpecialPower = SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_GPSScrambler TextLabel = CONTROLBAR:GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_GPSScramblerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_GPSScrambler TextLabel = GUI:SuperweaponGPSScrambler ButtonImage = SUGPS01 ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_AnthraxBomb Command = SPECIAL_POWER SpecialPower = SuperweaponAnthraxBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:AnthraxBomb ButtonImage = SSAnthraxBomb InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireAnthraxBomb RadiusCursorType = ANTHRAXBOMB End CommandButton Command_AnthraxBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponAnthraxBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:AnthraxBomb ButtonImage = SSAnthraxBomb InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireAnthraxBomb RadiusCursorType = ANTHRAXBOMB End CommandButton Command_CIAIntelligence Command = SPECIAL_POWER SpecialPower = SuperweaponCIAIntelligence Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CIAIntelligence ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCIAIntelligence End CommandButton Command_CIAIntelligenceFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCIAIntelligence Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CIAIntelligenceShortcut ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCIAIntelligence End CommandButton Command_SetDemoTrapProximityDetonation Command = SWITCH_WEAPON WeaponSlot = SECONDARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT CHECK_LIKE TextLabel = CONTROLBAR:ProximityFuse ButtonImage = SSProximity ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapProxy End CommandButton Command_SetDemoTrapManualDetonation Command = SWITCH_WEAPON WeaponSlot = TERTIARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT CHECK_LIKE TextLabel = CONTROLBAR:ManualControl ButtonImage = SSManualDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapManual End CommandButton Command_DetonateDemoTrap Command = SWITCH_WEAPON WeaponSlot = PRIMARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Detonate ButtonImage = SSDetonateDemo ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapDetonate End ; Special Attack Commands ---------------------------------------------------- ;----------------------------------------------------------------------------- ;Missile defender firing tracing laser in order to attack much more ;efficiently. ;Author: Kris -- July 2002 ;----------------------------------------------------------------------------- CommandButton Command_AmericaMissileDefenderLaserGuidedMissiles Command = SPECIAL_POWER SpecialPower = SpecialAbilityMissileDefenderLaserGuidedMissiles Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton Command_AmericaTankMicrowaveDisableBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityMicrowaveDisableBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableBuildingHack ButtonImage = SSBuildingHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaHackerBuildingHack End CommandButton Command_ChinaTankECMDisableVehicle Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ECMDisableVehicle ButtonImage = SNECMAttack CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipECMDisableVehicle End ;Structure commands ----------------------------------------------------------- CommandButton Command_InitiateBattlePlanBombardment Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_ONE TextLabel = CONTROLBAR:InitiateBattlePlanBombardment ButtonImage = SSBombardment DescriptLabel = CONTROLBAR:TooltipBattlePlansBombardment End CommandButton Command_InitiateBattlePlanHoldTheLine Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_TWO TextLabel = CONTROLBAR:InitiateBattlePlanHoldTheLine ButtonImage = SSHoldLine DescriptLabel = CONTROLBAR:TooltipBattlePlansHoldTheLine End CommandButton Command_InitiateBattlePlanSearchAndDestroy Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_THREE TextLabel = CONTROLBAR:InitiateBattlePlanSearchAndDestroy ButtonImage = SSSeekDestroy DescriptLabel = CONTROLBAR:TooltipBattlePlansSearchAndDestroy End CommandButton Command_SetRallyPoint Command = SET_RALLY_POINT Options = NEED_TARGET_POS TextLabel = CONTROLBAR:SetRallyPoint ButtonImage = SSRally CursorName = SetRallyPoint ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSetRallyPoint End CommandButton Command_Sell Command = SELL TextLabel = CONTROLBAR:Sell ButtonImage = SSSell2 ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSell End CommandButton Command_Overcharge Command = TOGGLE_OVERCHARGE Options = CHECK_LIKE TextLabel = CONTROLBAR:Overcharge ButtonImage = SSOvercharge ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipNukeReactorOverCharge End ; Upgrade commands -------------------------------------------------------------------------------- CommandButton Command_CancelUpgradeCreate Command = CANCEL_UPGRADE ButtonBorderType = NONE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCancelUpgrade End CommandButton Command_UpgradeAmericaMOAB Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaMOAB SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE Science = SCIENCE_DaisyCutter TextLabel = CONTROLBAR:UpgradeAmericaMOAB ButtonImage = SAMOAB ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeMOAB End CommandButton Command_UpgradeAmericaSupplyLines Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaSupplyLines TextLabel = CONTROLBAR:UpgradeAmericaSupplyLines ButtonImage = SAsupplyline ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSupplyLines End CommandButton Command_UpgradeAmericaSentryDroneGun Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaSentryDroneGun TextLabel = CONTROLBAR:UpgradeAmericaSentryDroneGun ButtonImage = SASentryUpgr ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSentryDroneGun End CommandButton Command_UpgradeAmericaAdvancedTraining Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaAdvancedTraining TextLabel = CONTROLBAR:UpgradeAmericaAdvancedTraining ButtonImage = SSAdvancedTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeAdvancedTraining End CommandButton Command_UpgradeAmericaDroneArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaDroneArmor Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeAmericaDroneArmor ButtonImage = SSScoutArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeDroneARmor End CommandButton Command_UpgradeAmericaAdvancedControlRods Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaAdvancedControlRods TextLabel = CONTROLBAR:UpgradeAmericaAdvancedControlRods ButtonImage = SSControlRods ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeAdvancedControlRods End CommandButton Command_UpgradeAmericaRangerFlashBangGrenade Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaRangerFlashBangGrenade TextLabel = CONTROLBAR:UpgradeAmericaFlashBangGrenade ButtonImage = SSFlashbang ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeFlashBangGrenades End CommandButton Command_UpgradeAmericaCompositeArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaCompositeArmor TextLabel = CONTROLBAR:UpgradeAmericaCompositeArmor ButtonImage = SSCompositeArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeCompositeArmor End CommandButton Command_UpgradeAmericaChemicalSuits Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaChemicalSuits TextLabel = CONTROLBAR:UpgradeAmericaChemicalSuits ButtonImage = SAChemsuit ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeChemicalSuits End CommandButton Command_UpgradeAmericaRangerCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeAmericaRangerCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeRangerCaptureBuilding End CommandButton Command_UpgradeAmericaTOWMissile Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaTOWMissile TextLabel = CONTROLBAR:UpgradeAmericaTOWMissile ButtonImage = SSTowMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeTOW End CommandButton Command_UpgradeComancheRocketPods Command = PLAYER_UPGRADE Upgrade = Upgrade_ComancheRocketPods TextLabel = CONTROLBAR:UpgradeComancheRocketPods ButtonImage = SSCommancheMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:USAUpgradeRocketPods End CommandButton Command_UpgradeAmericaLaserMissiles Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaLaserMissiles TextLabel = CONTROLBAR:UpgradeAmericaLaserMissiles ButtonImage = SSPlaneLaserMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeLaserMissiles End CommandButton AirF_Command_UpgradeAmericaLaserMissiles Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaLaserMissiles TextLabel = CONTROLBAR:UpgradeAmericaLaserMissiles ButtonImage = SSPlaneLaserMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_TooltipUSAUpgradeLaserMissiles End CommandButton Command_UpgradeAmericaBunkerBusters Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaBunkerBusters TextLabel = CONTROLBAR:UpgradeAmericaBunkerBusters ButtonImage = SABunkerBust ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeBunkerBusters End CommandButton Command_UpgradeAmericaCountermeasures Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaCountermeasures TextLabel = CONTROLBAR:UpgradeAmericaCountermeasures ButtonImage = SAFlares ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeCountermeasures End ; China upgrades -------------------------------------------------------------- CommandButton Command_UpgradeChinaRedguardCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeChinaRedguardCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeRedguardCaptureBuilding End CommandButton Command_UpgradeChinaMines Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaMines TextLabel = CONTROLBAR:UpgradeChinaMines ButtonImage = SSMineBunker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeMines End CommandButton Command_UpgradeChinaOverlordGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordGattlingCannon ButtonImage = SSOLGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordGattlingCannon UnitSpecificSound = OverlordTankVoiceModeGattling End CommandButton Command_UpgradeChinaOverlordPropagandaTower Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordPropagandaTower Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordPropagandaTower ButtonImage = SSOLSpeaker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordPropagandaTower UnitSpecificSound = OverlordTankVoiceModeSpeakerTower End CommandButton Command_UpgradeChinaOverlordBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordBattleBunker ButtonImage = SSOLBunker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordBattleBunker UnitSpecificSound = OverlordTankVoiceModeBunker End CommandButton Command_UpgradeChinaRadar Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaRadar TextLabel = CONTROLBAR:UpgradeChinaRadar ButtonImage = SARadarUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeRadar End CommandButton Command_UpgradeChinaSatelliteHackOne Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSatelliteHackOne TextLabel = CONTROLBAR:UpgradeChinaSatelliteHackOne ButtonImage = SNIntCntup01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeSatelliteHackOne End CommandButton Command_UpgradeChinaSatelliteHackTwo Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSatelliteHackTwo TextLabel = CONTROLBAR:UpgradeChinaSatelliteHackTwo ButtonImage = SNIntCntup02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeSatelliteHackTwo End CommandButton Command_UpgradeChinaNationalism Command = PLAYER_UPGRADE Upgrade = Upgrade_Nationalism TextLabel = CONTROLBAR:UpgradeChinaNationalism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeNationalism End CommandButton Command_UpgradeChinaFanaticism Command = PLAYER_UPGRADE Upgrade = Upgrade_Fanaticism TextLabel = CONTROLBAR:UpgradeChinaFanaticism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeFanaticism End CommandButton Command_UpgradeChinaAircraftArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaAircraftArmor TextLabel = CONTROLBAR:UpgradeChinaAircraftArmor ButtonImage = SSMigArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeAircraftArmor End CommandButton Command_UpgradeChinaBlackNapalm Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaBlackNapalm TextLabel = CONTROLBAR:UpgradeChinaBlackNapalm ButtonImage = SSBlackNapalm ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeBlackNapalm End CommandButton Command_UpgradeChinaChainGuns Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaChainGuns TextLabel = CONTROLBAR:UpgradeChinaChainGuns ButtonImage = SSGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeChainGuns End CommandButton Command_UpgradeChinaSubliminalMessaging Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSubliminalMessaging TextLabel = CONTROLBAR:UpgradeChinaSubliminalMessaging ButtonImage = SSSobMsge ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaSubliminal End CommandButton Command_UpgradeChinaUraniumShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaUraniumShells ButtonImage = SSDepletedU_Shell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaUraniumShells End CommandButton Command_UpgradeChinaNeutronShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNeutronShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNeutronShells ButtonImage = SNNeutShell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNeutronShells End CommandButton Command_UpgradeEMPMines Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaEMPMines TextLabel = CONTROLBAR:UpgradeEMPMines ButtonImage = SNEMPMine ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeChinaEMPMines End CommandButton Command_UpgradeChinaNuclearTanks Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNuclearTanks Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNuclearTanks ButtonImage = SSNukeTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNuclearTanks End CommandButton Tank_Command_UpgradeChinaUraniumShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaUraniumShells ButtonImage = SSDepletedU_Shell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Tank_TooltipUpgradeChinaUraniumShells End CommandButton Tank_Command_UpgradeChinaNuclearTanks Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNuclearTanks Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNuclearTanks ButtonImage = SSNukeTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaFusionReactors End CommandButton Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SSBombDisguise CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End CommandButton Command_BombTruckDetonateNow Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateBombTruck ButtonImage = SSTerroristCarBomb ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDetonateBombTruck End CommandButton Command_UpgradeGLAWorkerFakeCommandSet Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerFakeCommandSet TextLabel = CONTROLBAR:UpgradeGLAWorkerFakeCommandSet ButtonImage = SUFakeToggle ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeGLAWorkerFakeCommandSet End CommandButton Command_UpgradeGLAWorkerRealCommandSet Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerRealCommandSet TextLabel = CONTROLBAR:UpgradeGLAWorkerRealCommandSet ButtonImage = SUFakeToggle ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeGLAWorkerRealCommandSet End CommandButton Command_UpgradeGLABombTruckBioBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_GLABombTruckBioBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLABombTruckBioBomb ButtonImage = SSBioBombTruck ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipGLAUpgradeBioBomb UnitSpecificSound = BombTruckVoiceModeBioBomb End CommandButton Command_UpgradeGLABombTruckHighExplosiveBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_GLABombTruckHighExplosiveBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb ButtonImage = SSExplosiveBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeHEBomb UnitSpecificSound = BombTruckVoiceModeHiEx End CommandButton Command_UpgradeGLACamoNetting Command = OBJECT_UPGRADE Upgrade = Upgrade_GLACamoNetting Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLACamoNetting ButtonImage = SUcamo ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLACamoNetting ; UnitSpecificSound = BombTruckVoiceModeHiEx End CommandButton Command_UpgradeGLARadarVanScan Command = PLAYER_UPGRADE Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:UpgradeGLARadarVanScan ButtonImage = SSRadarVanScan ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeRadarVanScan End CommandButton Command_UpgradeGLAScorpionRocket Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAScorpionRocket TextLabel = CONTROLBAR:UpgradeGLAScorpionRocket ButtonImage = SSScorpionRocketBuild ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeScorpionRocket End CommandButton Command_UpgradeGLAInfantryRebelBoobyTrapAttack Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAInfantryRebelBoobyTrapAttack TextLabel = CONTROLBAR:UpgradeGLABoobyTrap ButtonImage = SSTNT ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeBoobyTrap End CommandButton Command_UpgradeGLAFortifiedStructure Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAFortifiedStructure TextLabel = CONTROLBAR:UpgradeGLAFortifiedStructure ButtonImage = SUEliteGrd ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeFortifiedStructure End CommandButton Command_UpgradeGLABuggyAmmo Command = PLAYER_UPGRADE Upgrade = Upgrade_GLABuggyAmmo TextLabel = CONTROLBAR:UpgradeGLABuggyAmmo ButtonImage = SSBuggyRockets ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeBuggyAmmo End CommandButton Command_UpgradeGLAAPRockets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPRockets TextLabel = CONTROLBAR:UpgradeGLAAPRockets ButtonImage = SSAPRockets ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAPRockets End CommandButton Command_UpgradeGLAToxinShells Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAToxinShells TextLabel = CONTROLBAR:UpgradeGLAToxinShells ButtonImage = SSToxinShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeToxinShells End CommandButton Command_UpgradeGLAWorkerShoes Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAWorkerShoes TextLabel = CONTROLBAR:UpgradeGLAWorkerShoes ButtonImage = SUShoes ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeWorkerShoes End CommandButton Command_UpgradeGLAAnthraxBeta Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAnthraxBeta TextLabel = CONTROLBAR:UpgradeGLAAnthraxBeta ButtonImage = SSAnthraxBeta ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxBeta End CommandButton Command_UpgradeGLAAPBullets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPBullets TextLabel = CONTROLBAR:UpgradeGLAAPBullets ButtonImage = SSAPShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAPBullets End CommandButton Command_UpgradeGLAJunkRepair Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAJunkRepair TextLabel = CONTROLBAR:UpgradeGLAJunkRepair ButtonImage = SSJunkRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeJunkRepair End CommandButton Command_UpgradeGLACamouflage Command = PLAYER_UPGRADE Upgrade = Upgrade_GLACamouflage TextLabel = CONTROLBAR:UpgradeGLACamouflage ButtonImage = SSCamoflage ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeCamouflage End CommandButton Command_UpgradeGLAArmTheMob Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAArmTheMob TextLabel = CONTROLBAR:UpgradeGLAArmTheMob ButtonImage = SSArmMob ButtonBorderType = UPGRADE ; what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeArmTheMob End CommandButton Command_UpgradeGLARebelCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeGLARebelCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipGLAUpgradeRebelCaptureBuilding End ; "Inventory" commands ---------------------------------------------------------------------------- CommandButton Command_StructureExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:StructureExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipStructureExit End CommandButton Command_TransportExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:TransportExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipTransportExit End CommandButton Command_BunkerExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:BunkerExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:BunkerExit End CommandButton Command_FireBaseExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:FireBaseExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:FireBaseExit End CommandButton Command_ScuttleCombatBike Command = EVACUATE Options = OK_FOR_MULTI_SELECT MUST_BE_STOPPED TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_Evacuate Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_TunnelEvacuate Command = EVACUATE TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_EmptyCrawler Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEmptyCrawler ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_ChinookUnload Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSChinookUnload ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate CursorName = Move InvalidCursorName = GenericInvalid End CommandButton Command_ExecuteRailedTransport Command = EXECUTE_RAILED_TRANSPORT Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ExecuteRailedTransport ButtonImage = SSFerry_L ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipRailedTransport End CommandButton Command_CombatDrop Command = COMBATDROP Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_POS NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:CombatDrop ButtonImage = SSChinookDrop CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSACombatDrop End ; Unit commands ----------------------------------------------------------------------------------- CommandButton Command_Guard Command = GUARD ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:Guard ButtonImage = SSGuard ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuard RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_GuardWithoutPursuit Command = GUARD_WITHOUT_PURSUIT ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:GuardWithoutPursuit ButtonImage = SSGuard ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuardWithoutPursuit RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_GuardFlyingUnitsOnly Command = GUARD_FLYING_UNITS_ONLY ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:GuardFlyingUnitsOnly ButtonImage = SSGuardAir ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuardFlyingUnitsOnly RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_AttackMove Command = ATTACK_MOVE Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:AttackMove ButtonImage = SSAttackMove2 ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAttackMove CursorName = AttackMove InvalidCursorName = GenericInvalid End CommandButton Command_Stop Command = STOP Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Stop ButtonImage = SSStop ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCommandStop End CommandButton Command_StrategyCenter_Stop Command = STOP Options = OPTION_ONE ;This designates special case handling to hide stop button when not applicable. TextLabel = CONTROLBAR:Stop ButtonImage = SSStop ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCommandStop End CommandButton Command_DisarmMinesAtPosition Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS USES_MINE_CLEARING_WEAPONSET TextLabel = CONTROLBAR:DisarmMinesAtPosition ButtonImage = SSClearMines_L ;Don't know why this became a portrait (It's from Generals, not MD). ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDisarmMinesAtPosition RadiusCursorType = CLEARMINES InvalidCursorName = GenericInvalid End CommandButton Command_AmericaRangerCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRangerCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSARangerCaptureBuilding End CommandButton Command_AmericaRangerSwitchToMachineGun Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:RangerMachineGun ButtonImage = SSMachineGun ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSwitchToRangerMachineGun End CommandButton Command_AmericaRangerSwitchToFlagBangGrenades Command = SWITCH_WEAPON WeaponSlot = SECONDARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT NEED_UPGRADE Upgrade = Upgrade_AmericaRangerFlashBangGrenade TextLabel = CONTROLBAR:FlashBangGrenadeMode ButtonImage = SSFlashbang ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSwitchToUSAFlashBang End CommandButton Command_AmericaVehicleComancheFireRocketPods Command = FIRE_WEAPON WeaponSlot = TERTIARY Options = OK_FOR_MULTI_SELECT NEED_UPGRADE NEED_TARGET_POS ; fires at pos, not obj Upgrade = Upgrade_ComancheRocketPods TextLabel = CONTROLBAR:FireRocketPods ButtonImage = SSRocketAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireRocketPods RadiusCursorType = ATTACK_SCATTER_AREA InvalidCursorName = GenericInvalid UnitSpecificSound = ComancheVoiceModeRocketPods End CommandButton Command_ChinaNukeWarhead Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:NukeWarhead ButtonImage = SSExplosiveScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaNukeWarhead End CommandButton Command_ChinaNeutronWarhead Command = SWITCH_WEAPON WeaponSlot = SECONDARY TERTIARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT NEED_UPGRADE Upgrade = Upgrade_ChinaNeutronShells TextLabel = CONTROLBAR:NeutronWarhead ButtonImage = SNNeutShell ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaNeutronWarhead End CommandButton Command_GLAExplosiveWarhead Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ExplosiveWarhead ButtonImage = SSExplosiveScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASCUDHEWarhead End CommandButton Command_GLAAnthraxWarhead Command = SWITCH_WEAPON WeaponSlot = SECONDARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:AnthraxWarhead ButtonImage = SSAnthraxScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASCUDAnthraxWarhead End CommandButton Command_GLAToxinTractorContaminateGround Command = FIRE_WEAPON WeaponSlot = SECONDARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Contaminate ButtonImage = SSContaminate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAFireToxinTractorSlime UnitSpecificSound = ToxinTractorVoiceModeContam End CommandButton Command_GLAInfantryRebelCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRebelCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLARebelCaptureBuilding End CommandButton Command_GLAInfantryTerroristMakeCarBomb Command = CONVERT_TO_CARBOMB Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ALLY_OBJECT NEED_TARGET_NEUTRAL_OBJECT ;Kris: Contextmode command options require code support! Upgrade = None TextLabel = CONTROLBAR:CarBomb ButtonImage = SSTerroristCarBomb CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLATerroristMakeCarBomb End CommandButton Command_SabotageBuilding Command = SABOTAGE_BUILDING Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ENEMY_OBJECT ;Kris: Contextmode command options require code support! Upgrade = None TextLabel = CONTROLBAR:SabotageBuilding ButtonImage = SUSaboteur CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASabotageBuilding End CommandButton Command_GLAInfantryHijack Command = HIJACK_VEHICLE Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ENEMY_OBJECT Upgrade = None TextLabel = CONTROLBAR:Hijack ButtonImage = SSCarjack CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAHijackerHijack End CommandButton Command_GLAInfantryJarmenKellSnipeVehicleAttack Command = FIRE_WEAPON WeaponSlot = SECONDARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND Upgrade = None TextLabel = CONTROLBAR:SniperAttack ButtonImage = SSSniperAttack CursorName = SnipeVehicle InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAFireJarmenKellVehicleSnipe UnitSpecificSound = JarmenKellVoiceModeSnipe End CommandButton Command_ChinaJetMIGFireNapalmMissile Command = FIRE_WEAPON WeaponSlot = PRIMARY MaxShotsToFire = 1 Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:FireNapalmMissile ButtonImage = SNFirestorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireMIG End CommandButton Command_ChinaInfantryRedGuardCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRedGuardCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaRedGuardCaptureBuilding End CommandButton Command_ChinaInfantryBlackLotusCaptureHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSBLCapture CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusCaptureHack UnitSpecificSound = BlackLotusVoiceModeBuilding End CommandButton Command_ChinaInfantryBlackLotusVehicleHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusDisableVehicleHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableVehicleHack ButtonImage = SSVehicleHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusVehicleHack UnitSpecificSound = BlackLotusVoiceModeVehicle End CommandButton Command_ChinaInfantryBlackLotusCashHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusStealCashHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:StealCashHack ButtonImage = SSCashHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusCashHack UnitSpecificSound = BlackLotusVoiceModeCash End CommandButton Command_ChinaInfantryHackerInternetHack Command = HACK_INTERNET Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:InternetHack ButtonImage = SSNetHack ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireHackerInternetHack End CommandButton Command_ChinaInfantryHackerDisableBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityHackerDisableBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableBuildingHack ButtonImage = SSBuildingHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaHackerBuildingHack End CommandButton Infa_Command_ChinaInfantryHackerVehicleHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusDisableVehicleHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableVehicleHack ButtonImage = SSVehicleHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusVehicleHack ;UnitSpecificSound = SuperHackerVoiceModeVehicle End CommandButton Command_ChinaDragonTankFireWall Command = FIRE_WEAPON WeaponSlot = SECONDARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:FireWall ButtonImage = SSFireStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireWall UnitSpecificSound = DragonTankVoiceModeFireStorm End ;----------------------------------------------------------------------------- ;SPECIAL ABILITY ;Tank hunter rushes a tank to plant deadly TNT. ;Author: Kris -- July 2002 ; ;@todo info -- The reason this is a special ability instead of a regular ;attack are: ;1) Weapon reload timer currently don't cycle like special powers delays. ;2) Attack options aren't detailed enough to allow for specific target types. ;3) Attack commands don't allow for valid/invalid cursors. ;----------------------------------------------------------------------------- CommandButton Command_ChinaInfantryTankHunterTNTAttack Command = SPECIAL_POWER SpecialPower = SpecialAbilityTankHunterTNTAttack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TNTAttack ButtonImage = SSTNT CursorName = TankHunterTNTAttack InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireTankHunterTNTAttack End CommandButton Command_GLAInfantryRebelBoobyTrapAttack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBoobyTrap Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT NEED_UPGRADE Upgrade = Upgrade_GLAInfantryRebelBoobyTrapAttack TextLabel = CONTROLBAR:BoobyTrapAttack ButtonImage = SSTNT CursorName = TankHunterTNTAttack InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireRebelBoobyTrapAttack UnitSpecificSound = RebelVoiceModeBoobyTrap End CommandButton Command_ColonelBurtonKnifeAttack Command = FIRE_WEAPON WeaponSlot = SECONDARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:KnifeAttack ButtonImage = SSKnifeAttack CursorName = StabAttack InvalidCursorName = StabAttackInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonKnifeAttack UnitSpecificSound = ColonelBurtonVoiceModeKnife End CommandButton Command_ColonelBurtonTimedDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = ColonelBurtonVoiceModeTimedCharge End ;Notice the next two command buttons use the same special power. That is because they are ;linked. The first one requires a target in order to place a charge. The latter one requires ;no target (INSTANT_TARGET), and the logic will pick up on this and detonate any existing ones. CommandButton Command_ColonelBurtonRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = ColonelBurtonVoiceModeRemoteCharge End CommandButton Command_ColonelBurtonDetonateCharges Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Command_CIAAgentTimedDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = CIAAgentVoiceModeTimedCharge End ;Notice the next two command buttons use the same special power. That is because they are ;linked. The first one requires a target in order to place a charge. The latter one requires ;no target (INSTANT_TARGET), and the logic will pick up on this and detonate any existing ones. CommandButton Command_CIAAgentRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = CIAAgentVoiceModeRemoteCharge End CommandButton Command_CIAAgentDetonateCharges Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Command_AmbulanceCleanupArea Command = SPECIAL_POWER SpecialPower = SpecialAbilityAmbulanceCleanupArea Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:AmbulanceCleanupArea ButtonImage = SSDetox ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:CleanupAreaDescription RadiusCursorType = AMBULANCE InvalidCursorName = GenericInvalid UnitSpecificSound = AmbulanceVoiceModeDetox End ; Dozer construction commands --------------------------------------------------------------------- CommandButton Command_CancelConstruction Command = DOZER_CONSTRUCT_CANCEL TextLabel = CONTROLBAR:CancelBuild ButtonImage = SSStop ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCancelConstruction End CommandButton Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton Command_ConstructAmericaWall Command = DOZER_CONSTRUCT Object = AmericaWall TextLabel = CONTROLBAR:ConstructAmericaWall ButtonImage = SAFence ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSecurityFence End CommandButton Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = AmericaPatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLABurningBarricade Command = DOZER_CONSTRUCT Object = GLABurningBarrier TextLabel = CONTROLBAR:ConstructGLABurningBarricade ButtonImage = SUBarricade ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBurningBarricade End CommandButton Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Command_ConstructChinaConcreteWall Command = DOZER_CONSTRUCT Object = ChinaWall TextLabel = CONTROLBAR:ConstructChinaConcreteWall ButtonImage = SNWall ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildConcreteWall End CommandButton Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Command_UpgradeChinaTacticalNukeMig Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaTacticalNukeMig TextLabel = CONTROLBAR:UpgradeChinaTacticalNukeMig ButtonImage = SSMigNuke ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaTacticalNukeMig End CommandButton Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End ; Unit Construction commands ---------------------------------------------------------------------- CommandButton Command_CancelUnitCreate Command = CANCEL_UNIT_BUILD ;Other images purposely left out of this one cause they are done in code End CommandButton Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Command_ConstructAmericaDozer Command = UNIT_BUILD Object = AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton Command_ConstructGLAWorker Command = UNIT_BUILD Object = GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Command_ConstructChinaDozer Command = UNIT_BUILD Object = ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleCombatBikeRocket Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GLAVehicleCombatBikeRocket TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GLAVehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = ChinaTankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Command_ConstructGLAInfantrySaboteur Command = UNIT_BUILD Object = GLAInfantrySaboteur TextLabel = CONTROLBAR:ConstructGLAInfantrySaboteur ButtonImage = SUSaboteur ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSaboteur End CommandButton Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = AmericaTankCrusader TextLabel = CONTROLBAR:ConstructAmericaTankCrusader ButtonImage = SACLeopard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCrusader End CommandButton Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Command_HiddenConstructAmericaJetAircraftCarrierRaptor Command = UNIT_BUILD Options = SCRIPT_ONLY Object = AmericaJetAircraftCarrierRaptor End CommandButton Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAurora End CommandButton Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End ;Not actually built in-game. CommandButton Command_ConstructAmericaInfantryBiohazardTech Command = UNIT_BUILD Object = AmericaInfantryBiohazardTech TextLabel = CONTROLBAR:ConstructAmericaInfantryBiohazardTech ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription End CommandButton Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Command_UpgradeChinaHelixGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixGattlingCannon ButtonImage = SNHelixUp01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixGattlingCannon UnitSpecificSound = HelixVoiceModeGattling End CommandButton Command_UpgradeChinaHelixPropagandaTower Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixPropagandaTower Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixPropagandaTower ButtonImage = SNHelixUp02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixPropagandaTower UnitSpecificSound = HelixVoiceModeSpeakerTower End CommandButton Command_UpgradeChinaHelixBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixBattleBunker ButtonImage = SNHelixUp03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixBattleBunker UnitSpecificSound = HelixVoiceModeBunker End CommandButton Command_UpgradeChinaHelixNapalmBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_HelixNapalmBomb TextLabel = CONTROLBAR:UpgradeHelixNapalmBomb Options = OK_FOR_MULTI_SELECT ButtonImage = SNHelixUp04 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ChinaUpgradeHelixNapalmBomb UnitSpecificSound = HelixVoiceModeNapalmBomb End CommandButton Command_ChinaHelixDropNapalmBomb Command = SPECIAL_POWER SpecialPower = SpecialAbilityHelixNapalmBomb Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DropNapalmBomb ButtonImage = SNHelixUp04 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDropNapalmBomb RadiusCursorType = HELIX_NAPALM_BOMB InvalidCursorName = GenericInvalid UnitSpecificSound = NoSound End CommandButton Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Command_ConstructChinaTankECM Command = UNIT_BUILD Object = ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End ;; ;Sciences ;; CommandButton Command_PurchaseSciencePaladinTank Command = PURCHASE_SCIENCE Science = SCIENCE_PaladinTank Object = AmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseSciencePathfinder Command = PURCHASE_SCIENCE Science = SCIENCE_Pathfinder Object = AmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceStealthFighter Command = PURCHASE_SCIENCE Science = SCIENCE_StealthFighter Object = AmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpyDrone Command = PURCHASE_SCIENCE Science = SCIENCE_SpyDrone ButtonImage = SAScout ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop1 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop1 ButtonImage = SACParatroopers ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop2 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop2 ButtonImage = SACParatroopers2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop3 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop3 ButtonImage = SACParatroopers3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike1 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike1 ButtonImage = SSA10Attack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike2 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike2 ButtonImage = SSA10Attack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike3 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike3 ButtonImage = SAWarthog ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceDaisyCutter Command = PURCHASE_SCIENCE Science = SCIENCE_DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is TextLabel = CONTROLBAR:DaisyCutter ;Used for controlbar button (with hotkey) ConflictingLabel = OBJECT:DaisyCutterBomb ;Used for shortcut button (no hotkey) DescriptLabel = CONTROLBAR:TooltipDaisyCutter End CommandButton Command_PurchaseScienceLeafletDrop Command = PURCHASE_SCIENCE Science = SCIENCE_LeafletDrop ButtonImage = SALeaflet ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceLeafletDrop Command = PURCHASE_SCIENCE Science = Early_SCIENCE_LeafletDrop ButtonImage = SALeaflet ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunshipSolo ButtonImage = SASpGunship ; awaiting Samm's new cameo textures ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ;Special 3 level version! CommandButton Command_PurchaseScienceSpectreGunship1 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship1 ButtonImage = SASpGunship ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship2 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship2 ButtonImage = SASpGunship2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship3 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship3 ButtonImage = SASpGunship3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ; begin Chinese PurchaseScience buttons CommandButton Command_PurchaseScienceNukeLauncher Command = PURCHASE_SCIENCE Science = SCIENCE_NukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRedGuardTraining Command = PURCHASE_SCIENCE Science = SCIENCE_RedGuardTraining ButtonImage = SSHordeTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceBattlemasterTraining Command = PURCHASE_SCIENCE Science = SCIENCE_BattlemasterTraining ButtonImage = SNBattleTrain ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceClusterMines Command = PURCHASE_SCIENCE Science = SCIENCE_ClusterMines ButtonImage = SSClusterMines ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryTraining Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryTraining ButtonImage = SSArtilleryTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage1 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage1 ButtonImage = SSBarrage ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage2 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage2 ButtonImage = SSBarrage2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage3 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage3 ButtonImage = SSBarrage3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy1 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy1 ButtonImage = SNFrenzy01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy2 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy2 ButtonImage = SNFrenzy02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy3 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy3 ButtonImage = SNFrenzy03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy1 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy1 ButtonImage = SNFrenzy01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy2 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy2 ButtonImage = SNFrenzy02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy3 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy3 ButtonImage = SNFrenzy03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack1 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack1 ButtonImage = SSCashHack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack2 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack2 ButtonImage = SSCashHack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack3 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack3 ButtonImage = SSCashHack3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEMPPulse Command = PURCHASE_SCIENCE Science = SCIENCE_EMPPulse ButtonImage = SSEMP ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = SCIENCE_ChinaCarpetBomb ButtonImage = SNCBomber ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = Early_SCIENCE_ChinaCarpetBomb ButtonImage = SNCBomber ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Nuke_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = Nuke_SCIENCE_ChinaCarpetBomb ButtonImage = SSNkeCrptBmb ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = SCIENCE_AirF_CarpetBomb ButtonImage = SAB3Carpet Object = AirF_AmericaJetB3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ; begin GLA PurchaseScience buttons CommandButton Command_PurchaseScienceHijacker Command = PURCHASE_SCIENCE Science = SCIENCE_Hijacker Object = GLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceScudLauncher Command = PURCHASE_SCIENCE Science = SCIENCE_ScudLauncher Object = GLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceMarauderTank Command = PURCHASE_SCIENCE Science = SCIENCE_MarauderTank Object = GLATankMarauder ButtonImage = SUMarauder ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceTechnicalTraining Command = PURCHASE_SCIENCE Science = SCIENCE_TechnicalTraining ButtonImage = SSTechTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SSGLAAmbush ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SSGLAAmbush2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SSGLAAmbush3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty1 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty1 ButtonImage = SSCashBounty ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty2 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty2 ButtonImage = SSCashBounty2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty3 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty3 ButtonImage = SSCashBounty3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair1 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair1 ButtonImage = SSRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair2 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair2 ButtonImage = SSRepair2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair3 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair3 ButtonImage = SSRepairDrone ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair1 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair1 ButtonImage = SSRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair2 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair2 ButtonImage = SSRepair2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair3 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair3 ButtonImage = SSRepairDrone ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceAnthraxBomb Command = PURCHASE_SCIENCE Science = SCIENCE_AnthraxBomb ButtonImage = SSAnthraxBomb ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceGPSScrambler Command = PURCHASE_SCIENCE Science = SCIENCE_GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Slth_Command_PurchaseScienceGPSScrambler Command = PURCHASE_SCIENCE Science = Slth_SCIENCE_GPSScrambler ; SCIENCE_GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ;------------------------------------------------- ; These next few, are used only to interface with the tooltip system, they aren't actually tied to the ; CommandButton Command system ;------------------------------------------------- CommandButton NonCommand_Options TextLabel = CONTROLBAR:Options DescriptLabel = CONTROLBAR:OptionsDescription End CommandButton NonCommand_IdleWorker TextLabel = CONTROLBAR:IdleWorker DescriptLabel = CONTROLBAR:IdleWorkerDescription End CommandButton NonCommand_Beacon TextLabel = CONTROLBAR:Beacon DescriptLabel = CONTROLBAR:BeaconDescription End CommandButton NonCommand_Communicator TextLabel = CONTROLBAR:Communicator DescriptLabel = CONTROLBAR:CommunicatorDescription End CommandButton NonCommand_BriefingHistory TextLabel = CONTROLBAR:BriefingHistory DescriptLabel = CONTROLBAR:BriefingHistoryDescription End CommandButton NonCommand_GeneralsExperience TextLabel = CONTROLBAR:GeneralsExperienceMenu DescriptLabel = CONTROLBAR:GeneralsExperienceMenuDescription End CommandButton NonCommand_UpDown TextLabel = CONTROLBAR:UpDown DescriptLabel = CONTROLBAR:UpDownDescription End ;------------------------------------------------------------------------------ ; Mission specific buttons - Kris Morness 06/03 ;------------------------------------------------------------------------------ CommandButton Command_SelectAircraftCarriersFromShortcut Command = SELECT_ALL_UNITS_OF_TYPE Object = AmericaAircraftCarrier TextLabel = CONTROLBAR:SelectAircraftCarriersFromShortcut ButtonImage = SAcarrier ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipSelectAircraftCarriers End ;CommandButton Command_SelectBattleshipsFromShortcut ; Command = SELECT_ALL_UNITS_OF_TYPE ; Object = AmericaVehicleBattleShipDemo ; TextLabel = CONTROLBAR:SelectBattleshipsFromShortcut ; ButtonImage = SABattleship ; ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is ; DescriptLabel = CONTROLBAR:ToolTipSelectBattleships ;End CommandButton Command_SelectBattleshipsFromShortcut ;****Command_BattleshipFireViaSpecialPowerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerBattleshipBombardment Options = OK_FOR_MULTI_SELECT NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SABattleship InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship RadiusCursorType = ARTILLERYBARRAGE End ;------------------------------------------------------------------------------ ; Sneak attack button - John Comes 05/03 ; ----------------------------------------------------------------------------- CommandButton Command_SneakAttack Command = SPECIAL_POWER_CONSTRUCT SpecialPower = SuperweaponSneakAttack Options = NEED_SPECIAL_POWER_SCIENCE Object = GLASneakAttackTunnelNetwork TextLabel = CONTROLBAR:SneakAttack ButtonImage = SUSneakAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASneakAttack End CommandButton Command_SneakAttackFromShortcut Command = SPECIAL_POWER_CONSTRUCT_FROM_SHORTCUT SpecialPower = SuperweaponSneakAttack Options = NEED_SPECIAL_POWER_SCIENCE Object = GLASneakAttackTunnelNetwork TextLabel = CONTROLBAR:SneakAttackShort ButtonImage = SUSneakAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASneakAttack End CommandButton Command_PurchaseScienceSneakAttack Command = PURCHASE_SCIENCE Science = SCIENCE_SneakAttack ButtonImage = SUSneakAttack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_BattleshipFire Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SSBarrage CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship End CommandButton Command_BattleshipFireViaSpecialPower Command = SPECIAL_POWER SpecialPower = SpecialPowerBattleshipBombardment Options = OK_FOR_MULTI_SELECT NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SSBarrage InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship RadiusCursorType = ARTILLERYBARRAGE End CommandButton Command_AircraftCarrierFire Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:AircraftCarrierFire ButtonImage = SACRaptor CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireAircraftCarrier End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; GENERALS CHALLENGE COMMAND BUTTONS ; ----------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ;Tank General ;-------------------------------------------------------------------------------- CommandButton Tank_Command_UpgradeChinaOverlordGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordGattlingCannon ButtonImage = SSOLGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Tank_TooltipUpgradeChinaOverlordGattlingCannon UnitSpecificSound = OverlordTankVoiceModeGattling End CommandButton Tank_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Tank_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Tank_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Tank_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Tank_Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = Tank_ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Tank_Command_ConstructChinaTankEmperor Command = UNIT_BUILD Object = Tank_ChinaTankEmperor TextLabel = CONTROLBAR:ConstructChinaTankEmperor ButtonImage = SNEmpTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildEmperor End CommandButton Tank_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Tank_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Tank_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Tank_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Tank_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Tank_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Tank_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Tank_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Tank_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Tank_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Tank_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Tank_ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Tank_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Tank_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Tank_Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = Tank_ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Tank_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Tank_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Tank_Command_UpgradeChinaAutoLoader Command = PLAYER_UPGRADE Upgrade = Tank_Upgrade_ChinaTankAutoLoader TextLabel = CONTROLBAR:UpgradeChinaTankAutoLoader ButtonImage = SSAutoloader ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaTankAutoLoader End CommandButton Tank_Command_PurchaseScienceBattlemasterTraining Command = PURCHASE_SCIENCE Science = SCIENCE_BattlemasterTraining ButtonImage = SNBattlemaster ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceOverlordTraining Command = PURCHASE_SCIENCE Science = SCIENCE_OverlordTraining ButtonImage = SNOverlord ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceGattlingTankTraining Command = PURCHASE_SCIENCE Science = SCIENCE_GattlingTankTraining ButtonImage = SNGatlingTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Tank_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Tank_Command_PurchaseScienceTankParadrop1 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop1 ButtonImage = SSTankDrop ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceTankParadrop2 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop2 ButtonImage = SSTankDrop2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceTankParadrop3 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop3 ButtonImage = SSTankDrop3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_TankParadrop Command = SPECIAL_POWER SpecialPower = Tank_SuperweaponTankParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_TankParadrop1 SCIENCE_TankParadrop2 SCIENCE_TankParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:TankParadrop ButtonImage = SSTankDrop ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipTankParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Tank_Command_TankParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Tank_SuperweaponTankParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_TankParadrop1 SCIENCE_TankParadrop2 SCIENCE_TankParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponTankParadrop ButtonImage = SNBattlemaster ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipTankParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End ;---------------------------------------------------------------------------------------- ;Stealth General ;---------------------------------------------------------------------------------------- CommandButton GC_Slth_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GC_Slth_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton GC_Slth_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GC_Slth_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Command_UpgradeCamoNetting Command = OBJECT_UPGRADE Upgrade = Upgrade_GLACamoNetting TextLabel = CONTROLBAR:UpgradeGLACamoNetting ButtonImage = SSControlRods ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:CONTROLBAR:ToolTipGLACamoNetting End CommandButton GC_Slth_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GC_Slth_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton GC_Slth_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GC_Slth_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton GC_Slth_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GC_Slth_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton GC_Slth_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GC_Slth_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton GC_Slth_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GC_Slth_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton GC_Slth_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GC_Slth_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton GC_Slth_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GC_Slth_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton GC_Slth_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GC_Slth_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton GC_Slth_Command_ConstructGLAWorker Command = UNIT_BUILD Object = GC_Slth_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton GC_Slth_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GC_Slth_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton GC_Slth_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GC_Slth_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton GC_Slth_Command_ConstructGLAInfantrySniper Command = UNIT_BUILD Object = GC_Slth_GLAInfantrySniper TextLabel = CONTROLBAR:ConstructGLAInfantrySniper ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSniper End CommandButton GC_Slth_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GC_Slth_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton GC_Slth_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GC_Slth_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton GC_Slth_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GC_Slth_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton GC_Slth_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GC_Slth_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton GC_Slth_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = GC_Slth_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton GC_Slth_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = GC_Slth_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = GC_Slth_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBikeRocket Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GC_Slth_GLAVehicleCombatBikeRocket TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GC_Slth_GLAVehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GC_Slth_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun Command = PLAYER_UPGRADE Upgrade = GC_Slth_Upgrade_GLAQuadCannonSnipe TextLabel = CONTROLBAR:UpgradeGLAQuadCannonSnipe ButtonImage = SUSnipBull ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipGLAUpgradeQuadCannonSnipe End CommandButton GC_Slth_Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SUBusDisg CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;NEW AirforceGeneral;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton AirF_Command_UpgradeAmericaSentryDroneGun Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaSentryDroneGun Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeAmericaSentryDroneGun ButtonImage = SASentryUpgr ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSentryDroneGun End CommandButton AirF_Command_UpgradeStealthComanche Command = PLAYER_UPGRADE Upgrade = AirF_Upgrade_StealthComanche TextLabel = CONTROLBAR:UpgradeStealthComanche ButtonImage = SASteaUpg ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAirFUpgradeComancheStealth End CommandButton AirF_Command_AmericaMissileDefenderLaserGuidedMissiles Command = SPECIAL_POWER SpecialPower = SpecialAbilityMissileDefenderLaserGuidedMissiles Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton AirF_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = AirF_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 ButtonImage = SSA10Attack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike2 ButtonImage = SSA10Attack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike3 ButtonImage = SAWarthog ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton AirF_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = AirF_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton AirF_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton AirF_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = AirF_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton AirF_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = AirF_AmericaPatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton AirF_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = AirF_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton AirF_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = AirF_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton AirF_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = AirF_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton AirF_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = AirF_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton AirF_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = AirF_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton AirF_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = AirF_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton AirF_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = AirF_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABuildStealthFighter End CommandButton AirF_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = AirF_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton AirF_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = AirF_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton AirF_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = AirF_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetKingRaptor ButtonImage = SAKingRap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildKingRaptor End CommandButton AirF_Command_ConstructAFGChinook Command = UNIT_BUILD Object = AFG_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton AirF_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = AirF_AmericaVehicleChinook TextLabel = CONTROLBAR:AirF_ConstructAmericaVehicleChinook ButtonImage = SAComChinok ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABUildChinook End CommandButton AirF_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = AirF_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABuildAurora End CommandButton AirF_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton AirF_Command_ConstructAmericaVehicleBattleDrone Command = UNIT_BUILD Object = AirF_AmericaVehicleBattleDrone TextLabel = CONTROLBAR:AirF_ConstructAmericaVehicleBattleDrone ButtonImage = SASoloDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton AirF_Command_CarpetBomb Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SAB3Carpet RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton AirF_Command_CarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SAB3Carpet RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton AirF_Command_DaisyCutter Command = SPECIAL_POWER SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton AirF_Command_DaisyCutterFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:DaisyCutterBomb ButtonImage = SACDaisyCutter ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton AirF_Command_A10ThunderboltMissileStrike Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 AirF_SCIENCE_A10ThunderboltMissileStrike2 AirF_SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:A10ThunderboltMissileStrike ButtonImage = SSA10Attack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton AirF_Command_A10ThunderboltMissileStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 AirF_SCIENCE_A10ThunderboltMissileStrike2 AirF_SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponA10ThunderboltMissileStrike ButtonImage = SSA10Attack ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton AirF_Command_SpectreGunship Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunship1 SCIENCE_SpectreGunship2 SCIENCE_SpectreGunship3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunship ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton AirF_Command_SpectreGunshipFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunship1 SCIENCE_SpectreGunship2 SCIENCE_SpectreGunship3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunshipFromShortcut ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton AirF_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = AirF_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton AirF_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = AirF_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton AirF_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = AirF_AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton AirF_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = AirF_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton AirF_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = AirF_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton AirF_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = AirF_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton AirF_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = AirF_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton AirF_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = AirF_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End ;------------ ; NEW Demolitions General ;-------------- CommandButton Demo_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Demo_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Demo_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Demo_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Demo_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Demo_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Demo_Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = Demo_GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton Demo_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Demo_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Demo_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Demo_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Demo_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Demo_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_UpgradeSuicideBomb Command = PLAYER_UPGRADE Upgrade = Demo_Upgrade_SuicideBomb TextLabel = CONTROLBAR:UpgradeSuicideBomb ButtonImage = SUSuicideAttk ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeSuicideBomb End CommandButton Demo_Command_TertiarySuicide Command = FIRE_WEAPON Upgrade = Demo_Upgrade_SuicideBomb WeaponSlot = TERTIARY Options = OK_FOR_MULTI_SELECT NEED_UPGRADE TextLabel = CONTROLBAR:SuicideAttack ButtonImage = SUSuicideAttk ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASuicideAttack End CommandButton Demo_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Demo_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Demo_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Demo_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Demo_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Demo_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Demo_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Demo_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Demo_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Demo_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Demo_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Demo_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Demo_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Demo_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Demo_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Demo_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Demo_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Demo_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Demo_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Demo_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Demo_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Demo_GLADemoTrap TextLabel = CONTROLBAR:Demo_ConstructGLADemoTrap ButtonImage = SUAdvDeTrap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Demo_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Demo_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Demo_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = Demo_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Demo_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Demo_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Demo_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Demo_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Demo_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Demo_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Demo_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Demo_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Demo_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Demo_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Demo_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Demo_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Demo_Command_ConsturctGLATankScorpion Command = UNIT_BUILD Object = Demo_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Demo_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Demo_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Demo_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Demo_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike_L ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBikeTerrorist End CommandButton Demo_Command_RebelTimedDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityDemoRebelTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo ;UnitSpecificSound = DemoRebelVoiceModeDemo End CommandButton Demo_Command_KellTimedDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityDemoKellTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = DemoKellVoiceModeDemo End CommandButton Demo_Command_KellRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityKellRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = DemoKellVoiceModeDemo End CommandButton Demo_Command_KellDetonateCharges Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityKellRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb Command = PLAYER_UPGRADE Upgrade = Demo_Upgrade_GLADemoTrapHighExplosiveBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLAHighExplosiveDemoTraps ButtonImage = SUAdvDeTrap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Demo_ToolTipGLAUpgradeHEBomb End CommandButton Demo_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Demo_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Demo_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Demo_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End ;------------ ; NEW Stealth General ;-------------- CommandButton Slth_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Slth_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Slth_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Slth_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Slth_Command_GPSScramblerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Slth_SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Slth_SCIENCE_GPSScrambler TextLabel = GUI:SuperweaponGPSScrambler ButtonImage = SUGPS01 ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Slth_Command_GPSScrambler Command = SPECIAL_POWER SpecialPower = Slth_SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Slth_SCIENCE_GPSScrambler TextLabel = CONTROLBAR:GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Slth_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Slth_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Slth_Command_ConstructGLAInfantrySaboteur Command = UNIT_BUILD Object = Slth_GLAInfantrySaboteur TextLabel = CONTROLBAR:ConstructGLAInfantrySaboteur ButtonImage = SUSaboteur ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSaboteur End CommandButton Slth_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Slth_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Slth_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Slth_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Slth_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Slth_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Slth_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Slth_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Slth_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Slth_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Slth_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Slth_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Slth_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Slth_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Slth_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Slth_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Slth_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Slth_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Slth_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Slth_GLAInfantryRebel TextLabel = CONTROLBAR:Slth_ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Slth_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Slth_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Slth_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = Slth_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Slth_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Slth_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Slth_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Slth_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Slth_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Slth_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Slth_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Slth_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Slth_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Slth_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Slth_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Slth_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Slth_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Slth_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Slth_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Slth_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Slth_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Slth_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Slth_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Slth_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Slth_Command_BattleBusBuildSlthTrap Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ConstructGLASlthTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGLABUildSlthTrap End CommandButton Slth_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Slth_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton Slth_Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SUBusDisg CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End CommandButton Slth_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Slth_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Slth_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Slth_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Slth_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Slth_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Chemical General ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Chem_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Chem_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Chem_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Chem_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Chem_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Chem_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_UpgradeGLAAPBullets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPBullets TextLabel = CONTROLBAR:UpgradeGLAAPBullets ButtonImage = SSAPShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLAUpgradeAPBullets End CommandButton Chem_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Chem_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Chem_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Chem_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Chem_Command_PurchaseScienceMarauderTank Command = PURCHASE_SCIENCE Science = SCIENCE_MarauderTank Object = GLATankMarauder ButtonImage = SUMarauder ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceTechnicalTraining Command = PURCHASE_SCIENCE Science = SCIENCE_TechnicalTraining ButtonImage = SSTechTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SUToxAmbsh1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SUToxAmbsh2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SUToxAmbsh3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SUToxAmbsh1 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Chem_Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SUToxAmbsh1 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Chem_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Chem_GLAInfantryRebel TextLabel = CONTROLBAR:Chem_ConstructGLAInfantryRebel ButtonImage = SUToxinRebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildRebel End CommandButton Chem_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Chem_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Chem_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Chem_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Chem_Command_UpgradeGLAAnthraxGamma Command = PLAYER_UPGRADE Upgrade = Chem_Upgrade_GLAAnthraxGamma TextLabel = CONTROLBAR:UpgradeGLAAnthraxGamma ButtonImage = SUAnthraxGamma ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxGamma End CommandButton Chem_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Chem_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Chem_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Chem_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Chem_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Chem_GLATunnelNetwork TextLabel = CONTROLBAR:Chem_ConstructGLATunnelNetwork ButtonImage = SUToxicTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildTunnelNetwork End CommandButton Chem_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Chem_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Chem_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Chem_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Chem_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Chem_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Chem_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Chem_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Chem_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Chem_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Chem_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Chem_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Chem_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Chem_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Chem_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Chem_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Chem_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Chem_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Chem_Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = Chem_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Chem_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Chem_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Chem_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Chem_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Chem_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Chem_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Chem_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Chem_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton Chem_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Chem_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Chem_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Chem_GLAInfantryTerrorist TextLabel = CONTROLBAR:Chem_ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildTerrorist End CommandButton Chem_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Chem_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Chem_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Chem_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Chem_Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = Chem_GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SUToxAmbsh1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SUToxAmbsh2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SUToxAmbsh3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SUToxAmbsh1 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton GC_Chem_Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SUToxAmbsh1 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton GC_Chem_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GC_Chem_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SUToxinRebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton GC_Chem_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GC_Chem_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SUToxinRPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton GC_Chem_Command_UpgradeGLAAnthraxGamma Command = PLAYER_UPGRADE Upgrade = Chem_Upgrade_GLAAnthraxGamma TextLabel = CONTROLBAR:UpgradeGLAAnthraxGamma ButtonImage = SUAnthraxGamma ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxGamma End CommandButton GC_Chem_Command_ConstructGLAWorker Command = UNIT_BUILD Object = GC_Chem_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton GC_Chem_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GC_Chem_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton GC_Chem_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GC_Chem_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton GC_Chem_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GC_Chem_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton GC_Chem_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GC_Chem_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton GC_Chem_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GC_Chem_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton GC_Chem_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GC_Chem_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton GC_Chem_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GC_Chem_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton GC_Chem_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GC_Chem_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton GC_Chem_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GC_Chem_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton GC_Chem_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = GC_Chem_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton GC_Chem_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GC_Chem_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton GC_Chem_Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = GC_Chem_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton GC_Chem_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = GC_Chem_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton GC_Chem_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GC_Chem_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton GC_Chem_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GC_Chem_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton GC_Chem_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = GC_Chem_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton GC_Chem_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GC_Chem_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton GC_Chem_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GC_Chem_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton GC_Chem_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GC_Chem_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End ;---------------------------------------------------------------------------------------- ; NEW Nuke General ;---------------------------------------------------------------------------------------- CommandButton Nuke_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Nuke_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Nuke_Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = Nuke_ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Nuke_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Nuke_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Nuke_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Nuke_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Nuke_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Nuke_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Nuke_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Nuke_ChinaPowerPlant TextLabel = CONTROLBAR:Nuke_ConstructChinaPowerPlant ButtonImage = SNAdvReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant End CommandButton Nuke_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Nuke_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Nuke_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Nuke_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Nuke_Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = Nuke_ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Nuke_Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = Nuke_ChinaTankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Nuke_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Nuke_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Nuke_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Nuke_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Nuke_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Nuke_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Nuke_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Nuke_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Nuke_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Nuke_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Nuke_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Nuke_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Nuke_ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Nuke_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Nuke_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Nuke_Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = Nuke_ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Nuke_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Nuke_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Nuke_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Nuke_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Nuke_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Nuke_ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Nuke_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Nuke_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Nuke_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Nuke_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Nuke_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Nuke_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Nuke_ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_ToolTipChinaBuildHelix End CommandButton Nuke_Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = Nuke_ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Nuke_Command_UpgradeChinaWGUraniumShells Command = PLAYER_UPGRADE Upgrade = Nuke_Upgrade_ChinaWGUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaWGUraniumShells ButtonImage = SNUrShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaWGUraniumShells End CommandButton Nuke_Command_UpgradeChinaFusionReactors Command = PLAYER_UPGRADE Upgrade = Nuke_Upgrade_ChinaFusionReactors Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaFusionReactors ButtonImage = SNAdvReactor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNuclearTanks End CommandButton Nuke_Command_UpgradeChinaHelixNukeBomb Command = OBJECT_UPGRADE Options = OK_FOR_MULTI_SELECT Upgrade = Nuke_Upgrade_HelixNukeBomb TextLabel = CONTROLBAR:UpgradeHelixNukeBomb ButtonImage = SNHelixUp05 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ChinaUpgradeHelixNukeBomb UnitSpecificSound = HelixVoiceModeNuclearBomb End CommandButton Nuke_Command_ChinaHelixDropNukeBomb Command = SPECIAL_POWER SpecialPower = Nuke_SpecialAbilityHelixNukeBomb Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DropNukeBomb ButtonImage = SNHelixUp05 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDropNukeBomb RadiusCursorType = HELIX_NAPALM_BOMB ;;; maybe Samm made a special HELIX one???? InvalidCursorName = GenericInvalid UnitSpecificSound = NoSound End CommandButton Nuke_Command_NukeDrop Command = SPECIAL_POWER SpecialPower = Nuke_SuperweaponNukeDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NukeDrop ButtonImage = SNNukeBomb ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipNukeDrop RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_NukeDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponNukeDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:NukeDrop ButtonImage = SNNukeBomb ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipNukeDrop RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_PurchaseScienceNukeDrop Command = PURCHASE_SCIENCE Science = Nuke_SCIENCE_NukeDrop ButtonImage = SNNukeLaunch ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Nuke_Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissile ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_UpgradeChinaIsotopeStability Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaIsotopeStability Options = IGNORES_UNDERPOWERED TextLabel = UPGRADE:UpgradeChinaIsotopeStability ButtonImage = SNIsoStab ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaIsotopeStability End CommandButton Nuke_Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissileShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Nuke_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End ;-------------------------------------------------------------------------------- ; NEW Super Weapon General ;-------------------------------------------------------------------------------- CommandButton SupW_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = SupW_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton SupW_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = SupW_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton SupW_Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton SupW_Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton SupW_Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton SupW_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = SupW_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton SupW_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = SupW_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton SupW_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = SupW_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton SupW_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = SupW_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton SupW_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = SupW_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton SupW_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = SupW_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton SupW_Command_ConstructAmericaTankPaladin Command = UNIT_BUILD Object = SupW_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton SupW_Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = SupW_AmericaTankCrusader TextLabel = CONTROLBAR:ConstructAmericaTankCrusader ButtonImage = SACLeopard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCrusader End CommandButton SupW_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = SupW_AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton SupW_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton SupW_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = SupW_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton SupW_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = SupW_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton SupW_Command_ConstructAmericaVehiclePointDefenseDrone Command = OBJECT_UPGRADE Upgrade = SupW_Upgrade_AmericaPointDefenseDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehiclePointDefenseDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPointDefenseDrone End CommandButton SupW_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = SupW_AmericaPatriotBattery TextLabel = CONTROLBAR:SupW_ConstructAmericaPatriotBattery ButtonImage = SAMicroPat ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:SupW_ToolTipUSABuildPatriotBattery End CommandButton SupW_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = SupW_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlantSW_L;SACPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton SupW_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton SupW_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = SupW_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton SupW_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = SupW_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton SupW_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = SupW_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton SupW_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = SupW_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton SupW_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = SupW_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton SupW_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton SupW_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = SupW_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton SupW_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = SupW_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetFuelAirAurora ButtonImage = SAFulArAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFuelAirAurora End CommandButton SupW_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = SupW_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton SupW_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = SupW_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton SupW_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = SupW_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton SupW_Command_ConstructAmericaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = SupW_AmericaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructAmericaICBMLauncher ButtonImage = SAICBM ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAmericaICBMLauncher End CommandButton SupW_Command_ConstructAmericaCruiseMissileLauncher Command = DOZER_CONSTRUCT Object = SupW_AmericaCruiseMissileLauncher TextLabel = CONTROLBAR:ConstructAmericaICBMLauncher ButtonImage = SAICBM ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAmericaICBMLauncher End CommandButton SupW_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = SupW_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SALwPwrPrtCan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton SupW_Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SupW_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBM ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SupW_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBMShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_CruiseMissile Command = SPECIAL_POWER SpecialPower = SupW_CruiseMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBM ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_CruiseMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SupW_CruiseMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBMShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_UpgradeAmericaAdvancedControlRods Command = OBJECT_UPGRADE Upgrade = SupW_Upgrade_AmericaAdvancedControlRods TextLabel = CONTROLBAR:SupW_UpgradeAmericaAdvancedControlRods ButtonImage = SACntrlRds ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:SupW_TooltipUSAUpgradeAdvancedControlRods End CommandButton SupW_Command_FireParticleUplinkCannon Command = SPECIAL_POWER SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton SupW_Command_FireParticleUplinkCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End ;-------------------------------------------------------------------------------- ;Infantry General ;-------------------------------------------------------------------------------- ; China upgrades -------------------------------------------------------------- CommandButton Infa_Command_UpgradeChinaRedguardCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeChinaRedguardCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipChinaUpgradeRedguardCaptureBuilding End CommandButton Infa_Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = Infa_ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Infa_Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = Infa_ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Infa_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Infa_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Infa_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Infa_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End ;this makes the red guard elite instead of veteran CommandButton Infa_Command_PurchaseScienceRedGuardTraining Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_RedGuardTraining ButtonImage = SNMiniGunnerT ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Infa_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Infa_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Infa_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Infa_Command_PurchaseScienceInfantryParadrop1 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop1 ButtonImage = SACParatroopers ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_PurchaseScienceInfantryParadrop2 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop2 ButtonImage = SACParatroopers2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_PurchaseScienceInfantryParadrop3 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop3 ButtonImage = SACParatroopers3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Infa_Command_Paradrop Command = SPECIAL_POWER SpecialPower = Infa_SuperweaponInfantryParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Infa_SCIENCE_InfantryParadrop1 Infa_SCIENCE_InfantryParadrop2 Infa_SCIENCE_InfantryParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Paradrop ButtonImage = SACParatroopers ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Infa_Command_ParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Infa_SuperweaponInfantryParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Infa_SCIENCE_InfantryParadrop1 Infa_SCIENCE_InfantryParadrop2 Infa_SCIENCE_InfantryParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponParadropAmerica ButtonImage = SACParatroopers ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Infa_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Infa_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Infa_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Infa_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Infa_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Infa_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Infa_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Infa_Command_ConstructChinaInfantryMiniGunner Command = UNIT_BUILD Object = Infa_ChinaInfantryMiniGunner TextLabel = CONTROLBAR:ConstructChinaInfantryMiniGunner ButtonImage = SNMiniGunner ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMiniGunner End CommandButton Infa_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Infa_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Infa_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Infa_ChinaInfantryHacker TextLabel = CONTROLBAR:Infa_ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSuperHacker End CommandButton Infa_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Infa_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:Infa_ConstructChinaInfantryBlackLotus ButtonImage = SNSprLotus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Infa_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Infa_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Infa_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Infa_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Infa_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Infa_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Infa_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Infa_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Infa_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Infa_ChinaBunker TextLabel = CONTROLBAR:Infa_ConstructChinaBunker ButtonImage = SNSuperBunk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildBunker End CommandButton Infa_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Infa_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleTroopCrawler ButtonImage = SNAsltTroop ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildTroopCrawler End CommandButton Infa_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Infa_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Infa_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Infa_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildListeningOutpost End CommandButton Infa_Command_ConstructChinaJetMig Command = UNIT_BUILD Object = Infa_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Infa_Command_UpgradeChinaAircraftArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaAircraftArmor TextLabel = CONTROLBAR:UpgradeChinaAircraftArmor ButtonImage = SSMigArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeAircraftArmor End CommandButton Infa_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Infa_ChinaVehicleHelix TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildHelix End CommandButton Infa_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Infa_ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Infa_Command_UpgradeChinaHelixBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_Infa_ChinaHelixBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixBattleBunker ButtonImage = SNHelixUp03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixBattleBunker UnitSpecificSound = HelixVoiceModeBunker End ;---------------------------------------------------------------------------------------- ;Laser General ;---------------------------------------------------------------------------------------- CommandButton Lazr_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = Lazr_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Lazr_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = Lazr_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton Lazr_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = Lazr_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Lazr_Command_ConstructLaserCannon Command = DOZER_CONSTRUCT Object = Lazr_AmericaLaserCannon TextLabel = CONTROLBAR:ConstructAmericaLaserCannon ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Lazr_Command_FireLaserCannon Command = SPECIAL_POWER SpecialPower = Lazr_LaserCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Lazr_Command_FireLaserCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Lazr_LaserCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = OBJECT:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Lazr_Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton Lazr_Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton Lazr_Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton Lazr_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = Lazr_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton Lazr_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = Lazr_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Lazr_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = Lazr_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton Lazr_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton Lazr_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = Lazr_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton Lazr_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = Lazr_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton Lazr_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton Lazr_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = Lazr_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton Lazr_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = Lazr_AmericaPatriotBattery TextLabel = CONTROLBAR:Lazr_ConstructAmericaPatriotBattery ButtonImage = SALaserPatr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildPatriotBattery End CommandButton Lazr_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = Lazr_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton Lazr_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = Lazr_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Lazr_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = Lazr_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton Lazr_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = Lazr_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton Lazr_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = Lazr_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton Lazr_Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = Lazr_AmericaTankCrusader TextLabel = CONTROLBAR:Lazr_ConstructAmericaTankCrusader ButtonImage = SALsrTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildCrusader End CommandButton Lazr_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = Lazr_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Lazr_Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = Lazr_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Lazr_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = Lazr_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Lazr_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = Lazr_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton Lazr_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = Lazr_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton Lazr_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = Lazr_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton Lazr_Command_AmericaLaserGuidedHowitzer Command = SPECIAL_POWER SpecialPower = Lazr_SpecialAbilityLaserGuidedHowitzer Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton Lazr_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = Lazr_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Lazr_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = Lazr_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton Lazr_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = Lazr_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildPowerPlant End CommandButton Lazr_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton Tank_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Tank_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Tank_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Tank_ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Tank_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Tank_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Tank_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Tank_ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Tank_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Tank_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Tank_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Tank_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Tank_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Tank_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Tank_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Tank_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Tank_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Tank_ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Tank_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Tank_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Tank_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Tank_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; BOSS command buttons ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Boss_Command_UpgradeChinaNationalism Command = PLAYER_UPGRADE Upgrade = Upgrade_Nationalism TextLabel = CONTROLBAR:UpgradeChinaNationalism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_TooltipChinaUpgradeNationalism End CommandButton Boss_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Boss_CommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Boss_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = Boss_PowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipUSABuildPowerPlant End CommandButton Boss_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = Boss_ParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannonBoss End CommandButton Boss_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Boss_Airfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildAirField End CommandButton Boss_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Boss_ScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Boss_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Boss_NuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncherBoss End CommandButton Boss_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Boss_SpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Boss_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Boss_TunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Boss_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Boss_SupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildSupplyCenter End CommandButton Boss_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Boss_Barracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildBarracks End CommandButton Boss_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Boss_WarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildWarFactory End CommandButton Boss_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = Boss_PatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton Boss_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Boss_Bunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildBunker End CommandButton Boss_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Boss_GattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Boss_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Boss_VehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Boss_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Boss_VehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Boss_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = Boss_JetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAurora End CommandButton Boss_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Boss_VehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Boss_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Boss_JetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Boss_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = Boss_JetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetKingRaptor ButtonImage = SAKingRap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildKingRaptor End CommandButton Boss_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = Boss_InfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton Boss_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = Boss_InfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Boss_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = Boss_InfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Boss_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Boss_InfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Boss_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Boss_InfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Boss_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Boss_InfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Boss_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Boss_InfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Boss_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Boss_InfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Boss_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = Boss_VehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton Boss_Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = Boss_TankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Boss_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = Boss_VehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Boss_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = Boss_TankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Boss_Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = Boss_TankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Boss_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Boss_TankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Boss_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Boss_TankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Boss_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Boss_VehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Boss_Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Object = Boss_VehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructUNHumvee Command = UNIT_BUILD Object = Humvee1 TextLabel = OBJECT:UNHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = OBJECT:UNHumvee End;------------------------------------------------------------------------------ ;Command sets are groups of command buttons that will be displayed in the ;context sensitive user interface for a selected object showing what you ;can do with that object ; ;LHS numbers are the physical GUI buttons. You can assign a command ;to any of the physical buttons, they do *NOT* need to appear in ;continuous order ... you may have gaps if you desire ; ;RHS strings are CommandButton.ini command names ; ;Buttons for a regular command context are ordered as: ; ;+--+--+--+--+--+--+--+ ;|01|03|05|07|09|11|13| ;+--+--+--+--+--+--+--+ ;|02|04|06|08|10|12|14| ;+--+--+--+--+--+--+--+ ; ;------------------------------------------------------------------------------ ; Many things just want these three buttons. CommandSet GenericCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet StopOnlyGenericCommandSet 14 = Command_Stop End ; Dozer Command Sets ---------------------------------------------------------- CommandSet AmericaDozerCommandSet 1 = Command_ConstructAmericaPowerPlant 2 = Command_ConstructAmericaStrategyCenter 3 = Command_ConstructAmericaBarracks 4 = Command_ConstructAmericaSupplyDropZone 5 = Command_ConstructAmericaSupplyCenter 6 = Command_ConstructAmericaParticleCannonUplink 7 = Command_ConstructAmericaPatriotBattery 8 = Command_ConstructAmericaCommandCenter 9 = Command_ConstructAmericaFireBase 11 = Command_ConstructAmericaWarFactory 13 = Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerCommandSet 1 = Command_ConstructGLASupplyStash 2 = Command_ConstructGLADemoTrap 3 = Command_ConstructGLABarracks 4 = Command_ConstructGLAPalace 5 = Command_ConstructGLAStingerSite 6 = Command_ConstructGLABlackMarket 7 = Command_ConstructGLATunnelNetwork 8 = Command_ConstructGLAScudStorm 9 = Command_ConstructGLAArmsDealer 10 = Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerFakeBuildingsCommandSet 1 = Command_ConstructFakeGLACommandCenter 2 = Command_ConstructFakeGLABarracks 3 = Command_ConstructFakeGLASupplyStash 4 = Command_ConstructFakeGLAArmsDealer 5 = Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet ChinaDozerCommandSet 1 = Command_ConstructChinaPowerPlant 2 = Command_ConstructChinaInternetCenter 3 = Command_ConstructChinaBarracks 4 = Command_ConstructChinaAirfield 5 = Command_ConstructChinaSupplyCenter 6 = Command_ConstructChinaPropagandaCenter 7 = Command_ConstructChinaBunker 8 = Command_ConstructChinaSpeakerTower 9 = Command_ConstructChinaGattlingCannon 10 = Command_ConstructChinaNuclearMissileLauncher 11 = Command_ConstructChinaWarFactory 12 = Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End ; Unit Command Sets ----------------------------------------------------------- CommandSet AmericaTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet CivilianTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet RailedTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_TransportExit 10 = Command_TransportExit 11 = Command_Evacuate 12 = Command_ExecuteRailedTransport End CommandSet CivilianTransportWithNukeCommandSet 1 = Command_DetonateConvoyTruckNuke 14 = Command_Stop End CommandSet AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryCIAAgentCommandSet 2 = Command_CIAAgentTimedDemoCharge 4 = Command_CIAAgentRemoteDemoCharge 6 = Command_CIAAgentDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryPathfinderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryPilotCommandSet 14 = Command_Stop End CommandSet AmericaVehicleHumveeCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet CivilianVehicleLimoCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 14 = Command_Stop End CommandSet GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack ; Guard was removed permanently for this unit, since it can't 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantrySaboteurCommandSet 1 = Command_SabotageBuilding 14 = Command_Stop End CommandSet AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleSentryDroneCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleRocketBuggyCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleCombatBikeDefaultCommandSet 1 = Command_ScuttleCombatBike 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleCombatBikeJarmenKellCommandSet 1 = Command_ScuttleCombatBike 2 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLATankScorpionCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleScudLauncherCommandSet 1 = Command_GLAExplosiveWarhead 3 = Command_GLAAnthraxWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleToxinTruckCommandSet 1 = Command_GLAToxinTractorContaminateGround 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleBattleBusCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet GLAVehicleTechnicalCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaJetMIGCommandSet 11 = Command_AttackMove 12 = Command_GuardFlyingUnitsOnly 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryRedguardCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack ; 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleECMTankCommandSet 1 = Command_ChinaTankECMDisableVehicle 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryTankHunterCommandSet 1 = Command_ChinaInfantryTankHunterTNTAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTroopCrawlerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_EmptyCrawler 11 = Command_AttackMove 14 = Command_Stop End CommandSet ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleNukeCannonCommandSet 1 = Command_ChinaNukeWarhead 3 = Command_ChinaNeutronWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleGattlingTankCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleInfernoCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankDragonCommandSet 1 = Command_ChinaDragonTankFireWall 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankCrusaderCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankPaladinCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankMicrowaveCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankAvengerCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleAmbulanceCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryHazMatCommandSet 1 = Command_AmbulanceCleanupArea 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleTomahawkCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetRaptorCommandSet 10 = Command_GuardFlyingUnitsOnly 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetAuroraCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetStealthFighterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLATankMarauderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankBattlemasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------- CommandSet ChinaTankOverlordDefaultCommandSet 1 = Command_UpgradeChinaOverlordBattleBunker 3 = Command_UpgradeChinaOverlordGattlingCannon 5 = Command_UpgradeChinaOverlordPropagandaTower 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordGattlingCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordPropagandaTowerCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaSupplyTruckCommandSet 14 = Command_Stop End ;---------------------------------------- CommandSet ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 6 = Command_UpgradeChinaHelixBattleBunker 8 = Command_UpgradeChinaHelixPropagandaTower 10 = Command_UpgradeChinaHelixGattlingCannon ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixGattlingCannonCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixPropagandaTowerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------- ; Structure Command Sets ------------------------------------------------------ CommandSet AmericaCommandCenterCommandSet 1 = Command_ConstructAmericaDozer 2 = Command_SpectreGunship 4 = Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter ;NOTE THIS GETS UPGRADED BELOW 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet AmericaCommandCenterCommandSetUpgradedToMOAB ; 1 = Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ;NOTE THIS GOT UPGRADED FROM ABOVE ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet Command_ScriptedTransportDrops 1 = Command_DaisyCutter 2 = Command_Paradrop 3 = Command_CarpetBomb 4 = Command_ClusterMines 5 = Command_CrateDrop End CommandSet Command_ScriptedA10ThunderboltStrike 1 = Command_A10ThunderboltMissileStrike End CommandSet AmericaAirfieldCommandSet 1 = Command_ConstructAmericaJetRaptor 2 = Command_ConstructAmericaVehicleComanche 3 = Command_ConstructAmericaJetAurora 4 = Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaAircraftCarrierCommandSet 1 = Command_HiddenConstructAmericaJetAircraftCarrierRaptor 2 = Command_AircraftCarrierFire 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaWarFactoryCommandSet 1 = Command_ConstructAmericaTankCrusader 2 = Command_ConstructAmericaVehicleTomahawk 3 = Command_ConstructAmericaVehicleHumvee 4 = Command_ConstructAmericaVehicleMedic 5 = Command_ConstructAmericaVehiclePaladin 6 = Command_ConstructAmericaVehicleSentryDrone 7 = Command_ConstructAmericaVehicleAvenger 8 = Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 12 = Command_ConstructUNHumvee 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaBarracksCommandSet 1 = Command_ConstructAmericaInfantryRanger 2 = Command_ConstructAmericaInfantryMissileDefender 3 = Command_ConstructAmericaInfantryColonelBurton 4 = Command_ConstructAmericaInfantryPathfinder 6 = Command_ConstructAmericaInfantryBiohazardTech 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaSupplyCenterCommandSet 1 = Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet BaikonurLaunchTowerCommandSet 1 = Command_LaunchBaikonurRocket 2 = Command_DetonateBaikonurRocketAtLocation End CommandSet AmericaPatriotBatteryCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet AmericaPatriotBatteryNoSellCommandSet 13 = Command_Stop End CommandSet ChinaCommandCenterCommandSet 1 = Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaCommandCenterCommandSetUpgrade 1 = Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetOne 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetOneUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetTwo 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetTwoUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaPowerPlantCommandSet 1 = Command_Overcharge 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaPowerPlantCommandSetUpgrade 1 = Command_Overcharge 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaSpeakerTowerCommandSet ; 10 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaSpeakerTowerCommandSetUpgrade ; 10 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaGattlingCannonCommandSet 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaGattlingCannonCommandSetUpgrade 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaBarracksCommandSet 1 = Command_ConstructChinaInfantryRedguard 2 = Command_ConstructChinaInfantryTankHunter 3 = Command_ConstructChinaInfantryHacker 4 = Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaBarracksCommandSetUpgrade 1 = Command_ConstructChinaInfantryRedguard 2 = Command_ConstructChinaInfantryTankHunter 3 = Command_ConstructChinaInfantryHacker 4 = Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSet 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeLauncher 11 = Command_ConstructChinaTankECM 12 = Command_ConstructUNHumvee ;12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSetUpgrade 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeLauncher 11 = Command_ConstructChinaTankECM 12 = Command_ConstructUNHumvee ;12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaSupplyCenterCommandSet 1 = Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaSupplyCenterCommandSetUpgrade 1 = Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaAirfieldCommandSet 1 = Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaAirfieldCommandSetUpgrade 1 = Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet GLACommandCenterCommandSet 1 = Command_ConstructGLAWorker 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLAArmsDealerCommandSet 1 = Command_ConstructGLATankScorpion 2 = Command_ConstructGLAVehicleTechnical 3 = Command_ConstructGLAVehicleRadarVan 4 = Command_ConstructGLAVehicleQuadCannon 5 = Command_ConstructGLAVehicleToxinTruck 6 = Command_ConstructGLAVehicleRocketBuggy 7 = Command_ConstructGLATankMarauder 8 = Command_ConstructGLAVehicleBombTruck 9 = Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Command_ConstructGLAVehicleCombatBike 12 = Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLABarracksCommandSet 1 = Command_ConstructGLAInfantryRebel 2 = Command_ConstructGLAInfantryRPGTrooper 3 = Command_ConstructGLAInfantryTerrorist 4 = Command_ConstructGLAInfantryAngryMob 5 = Command_ConstructGLAInfantryHijacker 6 = Command_ConstructGLAInfantryJarmenKell 7 = Command_ConstructGLAInfantrySaboteur 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack ; camo net 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet FakeGLACommandCenterCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLACommandCenter 14 = Command_Sell End CommandSet FakeGLABarracksCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLABarracks 14 = Command_Sell End CommandSet FakeGLASupplyStashCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLASupplyStash 14 = Command_Sell End CommandSet FakeGLAArmsDealerCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLAArmsDealer 14 = Command_Sell End CommandSet FakeGLABlackMarketCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLABlackMarket 14 = Command_Sell End CommandSet GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet GLASupplyStashCommandSet 1 = Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 9 = Command_UpgradeGLACamouflage 10 = Command_UpgradeGLAToxinShells 11 = Command_UpgradeGLAAnthraxBeta 14 = Command_Sell End CommandSet GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeGLACamoNetting ; 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet CivilianCarBombCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAStingerSiteCommandSet 12 = Command_UpgradeGLACamoNetting 13 = Command_Stop 14 = Command_Sell End ;Rank 1 only has 4 positions CommandSet SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseSciencePaladinTank 2 = Command_PurchaseScienceStealthFighter 3 = Command_PurchaseScienceSpyDrone END ; Rank 3 assign buttons to position like so: ; 1 4 7 10 13 ; 2 5 8 11 14 ; 3 6 9 12 15 CommandSet SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END ; Rank 8 has 3 positions CommandSet SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 3 = Command_PurchaseScienceNukeLauncher END CommandSet SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Early_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashHack1 8 = Command_PurchaseScienceCashHack2 9 = Command_PurchaseScienceCashHack3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Command_PurchaseScienceMarauderTank 3 = Command_PurchaseScienceTechnicalTraining END CommandSet SCIENCE_GLA_CommandSetRank3 1 = Command_PurchaseScienceHijacker 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack 3 = Command_PurchaseScienceGPSScrambler END ;/////////////////////////////////////// ;/ Special Power Shortcut Command Sets / ;/////////////////////////////////////// CommandSet SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut END CommandSet SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Command_CashHackFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Early_Command_ChinaCarpetBombFromShortcut 8 = Command_FrenzyFromShortcut END CommandSet SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet SpecialPowerShortcutBoss 1 = Command_ClusterMinesFromShortcut 2 = Command_ChinaCarpetBombFromShortcut 3 = Command_ArtilleryBarrageFromShortcut 4 = Command_EMPPulseFromShortcut 5 = Command_SpectreGunshipFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_FireParticleUplinkCannonFromShortcut 8 = Command_ScudStormFromShortcut 9 = Command_NeutronMissileFromShortcut END CommandSet GLASneakAttackTunnelCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_Evacuate 13 = Command_SetRallyPoint End CommandSet BattleShipCommandSet ;1 = Command_BattleshipFire 1 = Command_BattleshipFireViaSpecialPower 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; GENERALS CHALLENGE COMMAND SETS ;-------------------------------------------------------------------------------- CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher END CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank3 4 = GC_Chem_Command_PurchaseScienceRebelAmbush1 5 = GC_Chem_Command_PurchaseScienceRebelAmbush2 6 = GC_Chem_Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack 3 = Command_PurchaseScienceGPSScrambler END CommandSet GC_Chem_SpecialPowerShortcutGLA 1 = GC_Chem_Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet GC_Chem_GLAWorkerCommandSet 1 = GC_Chem_Command_ConstructGLASupplyStash 2 = GC_Chem_Command_ConstructGLAPalace 3 = GC_Chem_Command_ConstructGLABarracks 4 = GC_Chem_Command_ConstructGLABlackMarket 5 = GC_Chem_Command_ConstructGLAStingerSite 6 = GC_Chem_Command_ConstructGLAScudStorm 7 = GC_Chem_Command_ConstructGLATunnelNetwork 9 = GC_Chem_Command_ConstructGLAArmsDealer 10 = GC_Chem_Command_ConstructGLACommandCenter 11 = GC_Chem_Command_ConstructGLADemoTrap 14 = Command_DisarmMinesAtPosition End CommandSet GC_Chem_GLABarracksCommandSet 1 = GC_Chem_Command_ConstructGLAInfantryRebel 2 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper 3 = GC_Chem_Command_ConstructGLAInfantryTerrorist ;4 = Command_ConstructGLAInfantryAngryMob 5 = GC_Chem_Command_ConstructGLAInfantryHijacker 6 = GC_Chem_Command_ConstructGLAInfantryJarmenKell 7 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 11 = GC_Chem_Command_UpgradeGLAAnthraxGamma 14 = Command_Sell End CommandSet GC_Chem_GLACommandCenterCommandSet 1 = GC_Chem_Command_ConstructGLAWorker 2 = Command_UpgradeGLAWorkerShoes 3 = GC_Chem_Command_Ambush 4 = Command_EmergencyRepair 5 = Command_AnthraxBomb 6 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLAArmsDealerCommandSet 1 = GC_Chem_Command_ConstructGLAVehicleRadarVan 2 = GC_Chem_Command_ConstructGLAVehicleQuadCannon 3 = GC_Chem_Command_ConstructGLAVehicleToxinTruck 4 = GC_Chem_Command_ConstructGLAVehicleBombTruck 5 = GC_Chem_Command_ConstructGLAVehicleScudLauncher 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLASupplyStashCommandSet 1 = GC_Chem_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet GC_Chem_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End ;-------------------------------------------------------------------------------- ;Stealth General ;-------------------------------------------------------------------------------- CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceTechnicalTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank3 1 = Slth_Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 END CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet GC_Slth_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Early_Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet GC_Slth_GLAWorkerCommandSet 1 = GC_Slth_Command_ConstructGLASupplyStash 2 = GC_Slth_Command_ConstructGLAPalace 3 = GC_Slth_Command_ConstructGLABarracks 4 = GC_Slth_Command_ConstructGLABlackMarket 5 = GC_Slth_Command_ConstructGLAStingerSite 6 = GC_Slth_Command_ConstructGLAScudStorm 7 = GC_Slth_Command_ConstructGLATunnelNetwork 8 = GC_Slth_Command_ConstructGLADemoTrap 9 = GC_Slth_Command_ConstructGLAArmsDealer 10 = GC_Slth_Command_ConstructGLACommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet GC_Slth_GLACommandCenterCommandSet 1 = GC_Slth_Command_ConstructGLAWorker 2 = Command_UpgradeGLAWorkerShoes 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Early_Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLASupplyStashCommandSet 1 = GC_Slth_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLABarracksCommandSet 1 = GC_Slth_Command_ConstructGLAInfantryRebel 2 = GC_Slth_Command_ConstructGLAInfantryRPGTrooper 3 = GC_Slth_Command_ConstructGLAInfantryTerrorist 4 = GC_Slth_Command_ConstructGLAInfantryHijacker 5 = GC_Slth_Command_ConstructGLAInfantryJarmenKell 7 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet GC_Slth_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAArmsDealerCommandSet 1 = GC_Slth_Command_ConstructGLAVehicleTechnical 2 = GC_Slth_Command_ConstructGLAVehicleRadarVan 3 = GC_Slth_Command_ConstructGLAVehicleQuadCannon ;4 = GC_Slth_Command_ConstructGLAVehicleCombatBike ;5 = GC_Slth_Command_ConstructGLAVehicleBattleBus 6 = Command_ConstructGLAVehicleRocketBuggy 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 9 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun 14 = Command_Sell End CommandSet GC_Slth_GLAScudStormCommandSet 1 = Command_ScudStorm 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet GC_Slth_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet GC_Slth_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet GC_Slth_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GC_Slth_GLAVehicleBattleBusCommandSet 1 = GC_Slth_Command_DisguiseAsVehicle 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Air Force General ;-------------------------------------------------------------------------------- CommandSet AirF_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = AirF_Command_PurchaseScienceCarpetBomb 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 8 = Command_PurchaseScienceSpectreGunship1 9 = Command_PurchaseScienceSpectreGunship2 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1 14 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2 15 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3 END CommandSet AirF_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship3 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet AirF_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = AirF_Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut 11 = AirF_Command_CarpetBombFromShortcut END CommandSet AirF_AmericaDozerCommandSet 1 = AirF_Command_ConstructAmericaPowerPlant 2 = AirF_Command_ConstructAmericaStrategyCenter 3 = AirF_Command_ConstructAmericaBarracks 4 = AirF_Command_ConstructAmericaSupplyDropZone 5 = AirF_Command_ConstructAmericaSupplyCenter 6 = AirF_Command_ConstructAmericaParticleCannonUplink 7 = AirF_Command_ConstructAmericaPatriotBattery 8 = AirF_Command_ConstructAmericaCommandCenter 9 = AirF_Command_ConstructAmericaFireBase 11 = AirF_Command_ConstructAmericaWarFactory 13 = AirF_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet AirF_AmericaCommandCenterCommandSet 1 = AirF_Command_ConstructAmericaDozer 2 = AirF_Command_SpectreGunship 4 = Command_LeafletDrop 5 = AirF_Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Early_Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet AirF_AmericaCommandCenterCommandSetToMOAB ; 1 = AirF_Command_ConstructAmericaDozer ; 2 = AirF_Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = AirF_Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Early_Command_EmergencyRepair ; 9 = Command_MOAB ;NOTE THIS GOT UPGRADED FROM ABOVE ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet AirF_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet AirF_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB ; 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 12 = AirF_Command_CarpetBomb 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet AirF_AmericaBarracksCommandSet 1 = AirF_Command_ConstructAmericaInfantryRanger 2 = AirF_Command_ConstructAmericaInfantryMissileDefender 3 = AirF_Command_ConstructAmericaInfantryColonelBurton 4 = AirF_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet AirF_AmericaAirfieldCommandSet 1 = AirF_Command_ConstructAmericaJetRaptor 2 = AirF_Command_ConstructAmericaVehicleComanche 3 = AirF_Command_ConstructAmericaJetAurora 4 = AirF_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = AirF_Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 11 = AirF_Command_UpgradeStealthComanche 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet AirF_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AirF_AmericaSupplyCenterCommandSet 1 = AirF_Command_ConstructAFGChinook 3 = AirF_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaWarFactoryCommandSet 2 = AirF_Command_ConstructAmericaVehicleTomahawk 3 = AirF_Command_ConstructAmericaVehicleHumvee 4 = AirF_Command_ConstructAmericaVehicleMedic 6 = AirF_Command_ConstructAmericaVehicleSentryDrone 7 = AirF_Command_ConstructAmericaVehicleAvenger 8 = AirF_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Demo General Commands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;-- ;Demolitions General ;--- CommandSet Demo_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Command_PurchaseScienceMarauderTank 3 = Command_PurchaseScienceTechnicalTraining END CommandSet Demo_SCIENCE_GLA_CommandSetRank3 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Demo_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Demo_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet Demo_GLAWorkerCommandSet 1 = Demo_Command_ConstructGLASupplyStash 2 = Demo_Command_ConstructGLADemoTrap 3 = Demo_Command_ConstructGLABarracks 4 = Demo_Command_ConstructGLAPalace 5 = Demo_Command_ConstructGLAStingerSite 6 = Demo_Command_ConstructGLABlackMarket 7 = Demo_Command_ConstructGLATunnelNetwork 8 = Demo_Command_ConstructGLAScudStorm 9 = Demo_Command_ConstructGLAArmsDealer 10 = Demo_Command_ConstructGLACommandCenter 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Demo_GLAWorkerFakeBuildingsCommandSet 1 = Demo_Command_ConstructFakeGLACommandCenter 2 = Demo_Command_ConstructFakeGLABarracks 3 = Demo_Command_ConstructFakeGLASupplyStash 4 = Demo_Command_ConstructFakeGLAArmsDealer 5 = Demo_Command_ConstructFakeGLABlackMarket 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Demo_GLACommandCenterCommandSet 1 = Demo_Command_ConstructGLAWorker 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLASupplyStashCommandSet 1 = Demo_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb 13 = Demo_UpgradeSuicideBomb 14 = Command_Sell End CommandSet Demo_GLABarracksCommandSet 1 = Demo_Command_ConstructGLAInfantryRebel 2 = Demo_Command_ConstructGLAInfantryRPGTrooper 3 = Demo_Command_ConstructGLAInfantryTerrorist 4 = Demo_Command_ConstructGLAInfantryAngryMob 6 = Demo_Command_ConstructGLAInfantryJarmenKell ; 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 3 = Command_UpgradeGLAJunkRepair 5 = Command_UpgradeGLARadarVanScan 2 = Command_UpgradeGLAAPRockets 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Demo_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Demo_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet Demo_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAArmsDealerCommandSet 1 = Demo_Command_ConsturctGLATankScorpion 2 = Demo_Command_ConstructGLAVehicleTechnical 3 = Demo_Command_ConstructGLAVehicleRadarVan 4 = Demo_Command_ConstructGLAVehicleQuadCannon 5 = Demo_Command_ConstructGLAVehicleToxinTruck;TOXIN TRACTOR 6 = Demo_Command_ConstructGLAVehicleRocketBuggy 7 = Demo_Command_ConstructGLATankMarauder 8 = Demo_Command_ConstructGLAVehicleBombTruck 9 = Demo_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Demo_Command_ConstructGLAVehicleCombatBike 12 = Demo_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet Demo_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 2 = Demo_Command_KellTimedDemoCharge 3 = Demo_Command_KellRemoteDemoCharge 4 = Demo_Command_KellDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet Demo_GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBattleBusCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleScudLauncherCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleCombatBikeDefaultCommandSet 1 = Command_ScuttleCombatBike 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankScorpionCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRocketBuggyCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleToxinTruckCommandSet 1 = Command_GLAToxinTractorContaminateGround 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleTechnicalCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankMarauderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; upgraded sets ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandSet Demo_GLATankMarauderCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleTechnicalCommandSetUpgrade 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleToxinTruckCommandSetUpgrade 1 = Command_GLAToxinTractorContaminateGround 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRocketBuggyCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankScorpionCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAWorkerCommandSetUpgrade 1 = Demo_Command_ConstructGLASupplyStash 2 = Demo_Command_ConstructGLADemoTrap 3 = Demo_Command_ConstructGLABarracks 4 = Demo_Command_ConstructGLAPalace 5 = Demo_Command_ConstructGLAStingerSite 6 = Demo_Command_ConstructGLABlackMarket 7 = Demo_Command_ConstructGLATunnelNetwork 8 = Demo_Command_ConstructGLAScudStorm 9 = Demo_Command_ConstructGLAArmsDealer 10 = Demo_Command_ConstructGLACommandCenter 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Demo_GLACommandCenterCommandSetUpgrade 1 = Demo_Command_ConstructGLAWorker 3 = Demo_Command_TertiarySuicide 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLASupplyStashCommandSetUpgrade 1 = Demo_Command_ConstructGLAWorker 2 = Demo_Command_TertiarySuicide 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAPalaceCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb 13 = Demo_Command_TertiarySuicide 14 = Command_Sell End CommandSet Demo_GLABarracksCommandSetUpgrade 1 = Demo_Command_ConstructGLAInfantryRebel 2 = Demo_Command_ConstructGLAInfantryRPGTrooper 3 = Demo_Command_ConstructGLAInfantryTerrorist 4 = Demo_Command_ConstructGLAInfantryAngryMob 6 = Demo_Command_ConstructGLAInfantryJarmenKell ; 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack 11 = Command_UpgradeGLARebelCaptureBuilding 12 = Command_DetonateFakeBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLABlackMarketCommandSetUpgrade 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Demo_Command_TertiarySuicide 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Demo_GLAStingerSiteCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 13 = Command_Stop 14 = Command_Sell End CommandSet Demo_GLAScudStormCommandSetUpgrade 1 = Command_ScudStorm 2 = Demo_Command_TertiarySuicide 14 = Command_Sell End CommandSet Demo_GLATunnelNetworkCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Demo_Command_TertiarySuicide 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAArmsDealerCommandSetUpgrade 1 = Demo_Command_ConsturctGLATankScorpion 2 = Demo_Command_ConstructGLAVehicleTechnical 3 = Demo_Command_ConstructGLAVehicleRadarVan 4 = Demo_Command_ConstructGLAVehicleQuadCannon 5 = Demo_Command_ConstructGLAVehicleToxinTruck;TOXIN TRACTOR 6 = Demo_Command_ConstructGLAVehicleRocketBuggy 7 = Demo_Command_ConstructGLATankMarauder 8 = Demo_Command_ConstructGLAVehicleBombTruck 9 = Demo_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Demo_Command_ConstructGLAVehicleCombatBike 12 = Demo_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAInfantryRebelCommandSetUpgrade 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTunnelDefenderCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryAngryMobCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryJarmenKellCommandSetUpgrade 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 2 = Demo_Command_KellTimedDemoCharge 3 = Demo_Command_KellRemoteDemoCharge 4 = Demo_Command_KellDetonateCharges 5 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRadarVanCommandSetUpgrade 1 = Command_RadarVanScan 2 = Demo_Command_TertiarySuicide 14 = Command_Stop End CommandSet Demo_GLAVehicleQuadCannonUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBombTruckCommandSetUpgrade 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryHijackerCommandSetUpgrade 1 = Command_GLAInfantryHijack 2 = Demo_Command_TertiarySuicide 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBattleBusCommandSetUpgrade 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Demo_Command_TertiarySuicide 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleScudLauncherCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleCombatBikeDefaultCommandSetUpgrade 1 = Command_ScuttleCombatBike 2 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Stealth General Commands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;-- ;Stealth General ;--- CommandSet Slth_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceTechnicalTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Slth_SCIENCE_GLA_CommandSetRank3 1 = Slth_Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 END CommandSet Slth_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Slth_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Early_Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Slth_Command_GPSScramblerFromShortcut END CommandSet Slth_GLAWorkerCommandSet 1 = Slth_Command_ConstructGLASupplyStash 2 = Slth_Command_ConstructGLADemoTrap 3 = Slth_Command_ConstructGLABarracks 4 = Slth_Command_ConstructGLAPalace 5 = Slth_Command_ConstructGLAStingerSite 6 = Slth_Command_ConstructGLABlackMarket 7 = Slth_Command_ConstructGLATunnelNetwork 8 = Slth_Command_ConstructGLAScudStorm 9 = Slth_Command_ConstructGLAArmsDealer 10 = Slth_Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Slth_GLAWorkerFakeBuildingsCommandSet 1 = Slth_Command_ConstructFakeGLACommandCenter 2 = Slth_Command_ConstructFakeGLABarracks 3 = Slth_Command_ConstructFakeGLASupplyStash 4 = Slth_Command_ConstructFakeGLAArmsDealer 5 = Slth_Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Slth_GLACommandCenterCommandSet 1 = Slth_Command_ConstructGLAWorker 4 = Slth_Command_GPSScrambler 5 = Command_Ambush 6 = Early_Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLASupplyStashCommandSet 1 = Slth_Command_ConstructGLAWorker 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 9 = Command_UpgradeGLACamouflage ;comes free for stealth general 11 = Command_UpgradeGLAAnthraxBeta 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLABarracksCommandSet 1 = Slth_Command_ConstructGLAInfantryRebel 2 = Slth_Command_ConstructGLAInfantryRPGTrooper 3 = Slth_Command_ConstructGLAInfantryTerrorist 4 = Slth_Command_ConstructGLAInfantryAngryMob 5 = Slth_Command_ConstructGLAInfantryHijacker 6 = Slth_Command_ConstructGLAInfantryJarmenKell 7 = Slth_Command_ConstructGLAInfantrySaboteur 11 = Command_UpgradeGLARebelCaptureBuilding 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Slth_GLAScudStormCommandSet 1 = Command_ScudStorm 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLAArmsDealerCommandSet 2 = Slth_Command_ConstructGLAVehicleTechnical 3 = Slth_Command_ConstructGLAVehicleRadarVan 4 = Slth_Command_ConstructGLAVehicleQuadCannon 5 = Slth_Command_ConstructGLAVehicleToxinTruck 6 = Slth_Command_ConstructGLAVehicleRocketBuggy 8 = Slth_Command_ConstructGLAVehicleBombTruck 10 = Slth_Command_ConstructGLAVehicleBattleBus 11 = Slth_Command_ConstructGLAVehicleCombatBike 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell 15 = Command_ConstructGLAVehicleCombatBikeTerrorist ;??? is this for script then? End CommandSet Slth_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet Slth_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding ; 2 = Slth_Command_RebelTimedSlthCharge 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet Slth_GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleBattleBusCommandSet 1 = Slth_Command_DisguiseAsVehicle 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleScudLauncherCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Chem_Command_PurchaseScienceMarauderTank 3 = Chem_Command_PurchaseScienceTechnicalTraining END CommandSet Chem_SCIENCE_GLA_CommandSetRank3 4 = Chem_Command_PurchaseScienceRebelAmbush1 5 = Chem_Command_PurchaseScienceRebelAmbush2 6 = Chem_Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Chem_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Chem_SpecialPowerShortcutGLA 1 = Chem_Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut ;7 = Command_GPSScramblerFromShortcut END CommandSet Chem_GLAWorkerCommandSet 1 = Chem_Command_ConstructGLASupplyStash 2 = Chem_Command_ConstructGLADemoTrap 3 = Chem_Command_ConstructGLABarracks 4 = Chem_Command_ConstructGLAPalace 5 = Chem_Command_ConstructGLAStingerSite 6 = Chem_Command_ConstructGLABlackMarket 7 = Chem_Command_ConstructGLATunnelNetwork 8 = Chem_Command_ConstructGLAScudStorm 9 = Chem_Command_ConstructGLAArmsDealer 10 = Chem_Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Chem_GLAWorkerFakeBuildingsCommandSet 1 = Chem_Command_ConstructFakeGLACommandCenter 2 = Chem_Command_ConstructFakeGLABarracks 3 = Chem_Command_ConstructFakeGLASupplyStash 4 = Chem_Command_ConstructFakeGLAArmsDealer 5 = Chem_Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Chem_GLABarracksCommandSet 1 = Chem_Command_ConstructGLAInfantryRebel 2 = Chem_Command_ConstructGLAInfantryRPGTrooper 3 = Chem_Command_ConstructGLAInfantryTerrorist 4 = Chem_Command_ConstructGLAInfantryAngryMob 6 = Chem_Command_ConstructGLAInfantryJarmenKell 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb ; 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_GLAVehicleScudLauncherCommandSet ; 1 = Command_GLAExplosiveWarhead ; 3 = Command_GLAAnthraxWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 11 = Chem_Command_UpgradeGLAAnthraxGamma 14 = Command_Sell End CommandSet Chem_GLACommandCenterCommandSet 1 = Chem_Command_ConstructGLAWorker 5 = Chem_Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLAArmsDealerCommandSet 1 = Chem_Command_ConstructGLATankScorpion 2 = Chem_Command_ConstructGLAVehicleTechnical 3 = Chem_Command_ConstructGLAVehicleRadarVan 4 = Chem_Command_ConstructGLAVehicleQuadCannon 5 = Chem_Command_ConstructGLAVehicleToxinTruck 6 = Chem_Command_ConstructGLAVehicleRocketBuggy 7 = Chem_Command_ConstructGLATankMarauder 8 = Chem_Command_ConstructGLAVehicleBombTruck 9 = Chem_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Chem_Command_ConstructGLAVehicleCombatBike 12 = Chem_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLASupplyStashCommandSet 1 = Chem_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLABlackMarketCommandSet 1 = Chem_Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Chem_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet Chem_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Chem_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ;Nuke General ;-------------------------------------------------------------------------------- CommandSet Nuke_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Nuke_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Nuke_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashHack1 8 = Command_PurchaseScienceCashHack2 9 = Command_PurchaseScienceCashHack3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet Nuke_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet Nuke_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Command_CashHackFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Nuke_Command_ChinaCarpetBombFromShortcut 10 = Command_FrenzyFromShortcut END CommandSet Nuke_ChinaDozerCommandSet 1 = Nuke_Command_ConstructChinaPowerPlant 2 = Nuke_Command_ConstructChinaInternetCenter 3 = Nuke_Command_ConstructChinaBarracks 4 = Nuke_Command_ConstructChinaAirfield 5 = Nuke_Command_ConstructChinaSupplyCenter 6 = Nuke_Command_ConstructChinaPropagandaCenter 7 = Nuke_Command_ConstructChinaBunker 8 = Nuke_Command_ConstructChinaSpeakerTower 9 = Nuke_Command_ConstructChinaGattlingCannon 10 = Nuke_Command_ConstructChinaNuclearMissileLauncher 11 = Nuke_Command_ConstructChinaWarFactory 12 = Nuke_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Nuke_ChinaSupplyCenterCommandSet 1 = Nuke_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaSupplyCenterCommandSetUpgrade 1 = Nuke_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaCommandCenterCommandSet 1 = Nuke_Command_ConstructChinaDozer 2 = Nuke_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaCommandCenterCommandSetUpgrade 1 = Nuke_Command_ConstructChinaDozer 2 = Nuke_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaBarracksCommandSet 1 = Nuke_Command_ConstructChinaInfantryRedguard 2 = Nuke_Command_ConstructChinaInfantryTankHunter 3 = Nuke_Command_ConstructChinaInfantryHacker 4 = Nuke_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaBarracksCommandSetUpgrade 1 = Nuke_Command_ConstructChinaInfantryRedguard 2 = Nuke_Command_ConstructChinaInfantryTankHunter 3 = Nuke_Command_ConstructChinaInfantryHacker 4 = Nuke_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaInfantryPropagandaTrooperCommandSet 14 = Command_Stop End CommandSet Nuke_ChinaInfantryMiniGunnerCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaWarFactoryCommandSet 1 = Nuke_Command_ConstructChinaTankBattleMaster 2 = Nuke_Command_ConstructChinaTankOverlord 3 = Nuke_Command_ConstructChinaVehicleTroopCrawler 4 = Nuke_Command_ConstructChinaVehicleListeningOutpost 5 = Nuke_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Nuke_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Nuke_Command_ConstructChinaVehicleInfernoCannon 10 = Nuke_Command_ConstructChinaVehicleNukeLauncher 11 = Nuke_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaWarFactoryCommandSetUpgrade 1 = Nuke_Command_ConstructChinaTankBattleMaster 2 = Nuke_Command_ConstructChinaTankOverlord 3 = Nuke_Command_ConstructChinaVehicleTroopCrawler 4 = Nuke_Command_ConstructChinaVehicleListeningOutpost 5 = Nuke_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Nuke_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Nuke_Command_ConstructChinaVehicleInfernoCannon 10 = Nuke_Command_ConstructChinaVehicleNukeLauncher 11 = Nuke_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaNationalism 2 = Nuke_Command_UpgradeChinaIsotopeStability 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaNationalism 2 = Nuke_Command_UpgradeChinaIsotopeStability 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Nuke_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Nuke_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaNuclearMissileCommandSet 1 = Nuke_Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade 1 = Nuke_Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Nuke_ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Nuke_ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Nuke_ChinaAirfieldCommandSet 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix ; 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaAirfieldCommandSetUpgrade 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 6 = Command_UpgradeChinaHelixBattleBunker 8 = Command_UpgradeChinaHelixPropagandaTower 10 = Command_UpgradeChinaHelixGattlingCannon ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixGattlingCannonCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixPropagandaTowerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Super Weapon General ;-------------------------------------------------------------------------------- CommandSet SupW_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = Command_PurchaseScienceStealthFighter END CommandSet SupW_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 3 = Early_Command_PurchaseScienceLeafletDrop 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 14 = Command_PurchaseScienceSpectreGunship1 15 = Command_PurchaseScienceSpectreGunship2 END CommandSet SupW_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceSpectreGunship3 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet SupW_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_SpySatelliteScanFromShortcut 7 = SupW_Command_FireParticleUplinkCannonFromShortcut 8 = AirF_Command_SpectreGunshipFromShortcut 9 = Early_Command_LeafletDropFromShortcut 10 = Command_CIAIntelligenceFromShortcut END CommandSet SupW_AmericaDozerCommandSet 1 = SupW_Command_ConstructAmericaPowerPlant 2 = SupW_Command_ConstructAmericaStrategyCenter 3 = SupW_Command_ConstructAmericaBarracks 4 = SupW_Command_ConstructAmericaSupplyDropZone 5 = SupW_Command_ConstructAmericaSupplyCenter 6 = SupW_Command_ConstructAmericaParticleCannonUplink 7 = SupW_Command_ConstructAmericaPatriotBattery 8 = SupW_Command_ConstructAmericaCommandCenter 9 = SupW_Command_ConstructAmericaFireBase 11 = SupW_Command_ConstructAmericaWarFactory 13 = SupW_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet SupW_AmericaBarracksCommandSet 1 = SupW_Command_ConstructAmericaInfantryRanger 2 = SupW_Command_ConstructAmericaInfantryMissileDefender 3 = SupW_Command_ConstructAmericaInfantryColonelBurton 4 = SupW_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaCommandCenterCommandSet 1 = SupW_Command_ConstructAmericaDozer 2 = AirF_Command_SpectreGunship 4 = Early_Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet SupW_AmericaCommandCenterCommandSetToMOAB ; 1 = SupW_Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Early_Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet SupW_AmericaPatriotBatteryCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet SupW_AmericaSupplyCenterCommandSet 1 = SupW_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaWarFactoryCommandSet 2 = SupW_Command_ConstructAmericaVehicleTomahawk 3 = SupW_Command_ConstructAmericaVehicleHumvee 4 = SupW_Command_ConstructAmericaVehicleMedic 6 = SupW_Command_ConstructAmericaVehicleSentryDrone 7 = SupW_Command_ConstructAmericaVehicleAvenger 8 = SupW_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB ; 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet SupW_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaAirfieldCommandSet 1 = SupW_Command_ConstructAmericaJetRaptor 2 = SupW_Command_ConstructAmericaVehicleComanche 3 = SupW_Command_ConstructAmericaJetAurora 4 = SupW_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaNuclearMissileCommandSet 1 = SupW_Command_NeutronMissile 14 = Command_Sell End CommandSet SupW_AmericaCruiseMissileCommandSet 1 = SupW_Command_CruiseMissile 14 = Command_Sell End CommandSet SupW_AmericaTomahawkStormCommandSet ;1 = SupW_Command_TomahawkStorm 14 = Command_Sell End CommandSet SupW_AmericaPowerPlantCommandSet 1 = SupW_Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet SupW_AmericaParticleUplinkCannonCommandSet 1 = SupW_Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet SupW_AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankCrusaderCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleTomahawkCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleHumveeCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankMicrowaveCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleAmbulanceCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankAvengerCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet SupW_AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaJetAuroraCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankPaladinCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Infantry General ;-------------------------------------------------------------------------------- CommandSet Infa_SCIENCE_CHINA_CommandSetRank1 1 = Infa_Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 3 = Command_PurchaseScienceNukeLauncher 4 = Early_Command_PurchaseScienceFrenzy1 END CommandSet Infa_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Early_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceEmergencyRepair1 8 = Command_PurchaseScienceEmergencyRepair2 9 = Command_PurchaseScienceEmergencyRepair3 10 = Early_Command_PurchaseScienceFrenzy2 11 = Early_Command_PurchaseScienceFrenzy3 13 = Infa_Command_PurchaseScienceInfantryParadrop1 14 = Infa_Command_PurchaseScienceInfantryParadrop2 15 = Infa_Command_PurchaseScienceInfantryParadrop3 END CommandSet Infa_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet Infa_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Infa_Command_ParadropFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Early_Command_ChinaCarpetBombFromShortcut 8 = Early_Command_FrenzyFromShortcut END CommandSet Infa_ChinaDozerCommandSet 1 = Infa_Command_ConstructChinaPowerPlant 2 = Infa_Command_ConstructChinaInternetCenter 3 = Infa_Command_ConstructChinaBarracks 4 = Infa_Command_ConstructChinaAirfield 5 = Infa_Command_ConstructChinaSupplyCenter 6 = Infa_Command_ConstructChinaPropagandaCenter 7 = Infa_Command_ConstructChinaBunker 8 = Infa_Command_ConstructChinaSpeakerTower 9 = Infa_Command_ConstructChinaGattlingCannon 10 = Infa_Command_ConstructChinaNuclearMissileLauncher 11 = Infa_Command_ConstructChinaWarFactory 12 = Infa_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Infa_ChinaPowerPlantCommandSet 1 = Command_Overcharge 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaCommandCenterCommandSet 1 = Infa_Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Infa_Command_Paradrop 4 = Command_ClusterMines 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Early_Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaSupplyCenterCommandSet 1 = Infa_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaSupplyCenterCommandSetUpgrade 1 = Infa_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaCommandCenterCommandSetUpgrade 1 = Infa_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Infa_Command_Paradrop 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaBarracksCommandSet 1 = Infa_Command_ConstructChinaInfantryMiniGunner 2 = Infa_Command_ConstructChinaInfantryTankHunter 3 = Infa_Command_ConstructChinaInfantryHacker 4 = Infa_Command_ConstructChinaInfantryBlackLotus 7 = Infa_Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaBarracksCommandSetUpgrade 1 = Infa_Command_ConstructChinaInfantryMiniGunner 2 = Infa_Command_ConstructChinaInfantryTankHunter 3 = Infa_Command_ConstructChinaInfantryHacker 4 = Infa_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaInfantryPropagandaTrooperCommandSet 14 = Command_Stop End CommandSet Infa_ChinaInfantryMiniGunnerCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaWarFactoryCommandSet 3 = Infa_Command_ConstructChinaVehicleTroopCrawler 4 = Infa_Command_ConstructChinaVehicleListeningOutpost ;5 = Infa_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Infa_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Infa_Command_ConstructChinaVehicleInfernoCannon 10 = Infa_Command_ConstructChinaVehicleNukeLauncher 11 = Infa_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaWarFactoryCommandSetUpgrade 3 = Infa_Command_ConstructChinaVehicleTroopCrawler 4 = Infa_Command_ConstructChinaVehicleListeningOutpost ;5 = Infa_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Infa_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Infa_Command_ConstructChinaVehicleInfernoCannon 10 = Infa_Command_ConstructChinaVehicleNukeLauncher 11 = Infa_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaFanaticism ;2 = Command_UpgradeAmericaChemicalSuits 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaFanaticism ;2 = Command_UpgradeAmericaChemicalSuits 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaAirfieldCommandSet 1 = Infa_Command_ConstructChinaJetMig 2 = Infa_Command_UpgradeChinaAircraftArmor 3 = Infa_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaAirfieldCommandSetUpgrade 1 = Infa_Command_ConstructChinaJetMig 2 = Infa_Command_UpgradeChinaAircraftArmor 3 = Infa_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetOne 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetOneUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetTwo 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetTwoUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_BunkerExit 7 = Command_BunkerExit 8 = Command_BunkerExit 9 = Command_BunkerExit 10 = Command_BunkerExit 11 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Infa_ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_BunkerExit 7 = Command_BunkerExit 8 = Command_BunkerExit 9 = Command_BunkerExit 10 = Command_BunkerExit 11 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Infa_ChinaTroopCrawlerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_EmptyCrawler 11 = Command_AttackMove 14 = Command_Stop End CommandSet Infa_ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ; 9 = Command_TransportExit ;10 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ;--------- 9 = Command_UpgradeChinaHelixNapalmBomb ; 10 = Command_ChinaHelixDropNapalmBomb 10 = Infa_Command_UpgradeChinaHelixBattleBunker ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaHelixBombCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ;--------- 9 = Command_ChinaHelixDropNapalmBomb 10 = Infa_Command_UpgradeChinaHelixBattleBunker 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Infa_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack 5 = Infa_Command_ChinaInfantryHackerVehicleHack ;13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Laser General ;-------------------------------------------------------------------------------- CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = Command_PurchaseScienceStealthFighter END CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet Lazr_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut 11 = Lazr_Command_FireLaserCannonFromShortcut END CommandSet Lazr_AmericaDozerCommandSet 1 = Lazr_Command_ConstructAmericaPowerPlant 2 = Lazr_Command_ConstructAmericaStrategyCenter 3 = Lazr_Command_ConstructAmericaBarracks 4 = Lazr_Command_ConstructAmericaSupplyDropZone 5 = Lazr_Command_ConstructAmericaSupplyCenter ; 6 = Lazr_Command_ConstructLaserCannon 6 = Lazr_Command_ConstructAmericaParticleCannonUplink 7 = Lazr_Command_ConstructAmericaPatriotBattery 8 = Lazr_Command_ConstructAmericaCommandCenter 9 = Lazr_Command_ConstructAmericaFireBase 11 = Lazr_Command_ConstructAmericaWarFactory 13 = Lazr_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet Lazr_AmericaSupplyCenterCommandSet 1 = Lazr_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaCommandCenterCommandSet 1 = Lazr_Command_ConstructAmericaDozer 2 = Command_SpectreGunship 4 = Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet Lazr_AmericaCommandCenterCommandSetToMOAB ; 1 = Lazr_Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet Lazr_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet Lazr_AmericaWarFactoryCommandSet 1 = Lazr_Command_ConstructAmericaTankCrusader 3 = Lazr_Command_ConstructAmericaVehicleHumvee 4 = Lazr_Command_ConstructAmericaVehicleMedic 6 = Lazr_Command_ConstructAmericaVehicleSentryDrone 7 = Lazr_Command_ConstructAmericaVehicleAvenger 8 = Lazr_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaBarracksCommandSet 1 = Lazr_Command_ConstructAmericaInfantryRanger 2 = Lazr_Command_ConstructAmericaInfantryMissileDefender 3 = Lazr_Command_ConstructAmericaInfantryColonelBurton 4 = Lazr_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate ; 7 = Lazr_Command_AmericaLaserGuidedHowitzer 12 = Command_Sell 14 = Command_Stop End CommandSet Lazr_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet Lazr_AmericaAirfieldCommandSet 1 = Lazr_Command_ConstructAmericaJetRaptor 2 = Lazr_Command_ConstructAmericaVehicleComanche 3 = Lazr_Command_ConstructAmericaJetAurora 4 = Lazr_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet Lazr_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaJetStealthFighterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankAvengerCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankCrusaderCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleHumveeCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankMicrowaveCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleAmbulanceCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankPaladinCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleSentryDroneCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaLaserCannonCommandSet 1 = Lazr_Command_FireLaserCannon 14 = Command_Sell End ;-------------------------------------------------------------------------------- ;Tank General ;-------------------------------------------------------------------------------- CommandSet Tank_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceBattlemasterTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Tank_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Tank_Command_PurchaseScienceTankParadrop1 8 = Tank_Command_PurchaseScienceTankParadrop2 9 = Tank_Command_PurchaseScienceTankParadrop3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet Tank_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse 2 = Command_PurchaseScienceCarpetBomb END CommandSet Tank_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Tank_Command_TankParadropFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Command_ChinaCarpetBombFromShortcut 8 = Command_FrenzyFromShortcut End CommandSet Tank_ChinaDozerCommandSet 1 = Tank_Command_ConstructChinaPowerPlant 2 = Tank_Command_ConstructChinaInternetCenter 3 = Tank_Command_ConstructChinaBarracks 4 = Tank_Command_ConstructChinaAirfield 5 = Tank_Command_ConstructChinaSupplyCenter 6 = Tank_Command_ConstructChinaPropagandaCenter 7 = Tank_Command_ConstructChinaBunker 8 = Tank_Command_ConstructChinaSpeakerTower 9 = Tank_Command_ConstructChinaGattlingCannon 10 = Tank_Command_ConstructChinaNuclearMissileLauncher 11 = Tank_Command_ConstructChinaWarFactory 12 = Tank_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Tank_ChinaSupplyCenterCommandSet 1 = Tank_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaSupplyCenterCommandSetUpgrade 1 = Tank_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaCommandCenterCommandSet 1 = Tank_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Tank_Command_TankParadrop 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaCommandCenterCommandSetUpgrade 1 = Tank_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Tank_Command_TankParadrop 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaWarFactoryCommandSet 1 = Tank_Command_ConstructChinaTankBattleMaster 2 = Tank_Command_ConstructChinaTankEmperor 3 = Tank_Command_ConstructChinaVehicleTroopCrawler 4 = Tank_Command_ConstructChinaVehicleListeningOutpost 5 = Tank_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Tank_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 11 = Tank_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaWarFactoryCommandSetUpgrade 1 = Tank_Command_ConstructChinaTankBattleMaster 2 = Tank_Command_ConstructChinaTankEmperor 3 = Tank_Command_ConstructChinaVehicleTroopCrawler 4 = Tank_Command_ConstructChinaVehicleListeningOutpost 5 = Tank_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Tank_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 11 = Tank_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaPropagandaCenterCommandSet ;DO NOT CHANGE THIS COMMAND SET AGAIN 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade ;DO NOT CHANGE THIS COMMAND SET AGAIN 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Tank_ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaTankOverlordGattlingCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaTankOverlordPropagandaTowerCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Tank_ChinaTankEmperorDefaultCommandSet ;1 = Command_UpgradeChinaOverlordBattleBunker ;Does not get this upgrade. 3 = Tank_Command_UpgradeChinaOverlordGattlingCannon ;5 = Command_UpgradeChinaOverlordPropagandaTower ;Is granted this upgrade innately. 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaVehicleGattlingTankCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaGattlingCannonCommandSet 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Tank_ChinaGattlingCannonCommandSetUpgrade 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Tank_ChinaVehicleECMTankCommandSet 1 = Command_ChinaTankECMDisableVehicle 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaBarracksCommandSet 1 = Tank_Command_ConstructChinaInfantryRedguard 2 = Tank_Command_ConstructChinaInfantryTankHunter 3 = Tank_Command_ConstructChinaInfantryHacker 4 = Tank_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaBarracksCommandSetUpgrade 1 = Tank_Command_ConstructChinaInfantryRedguard 2 = Tank_Command_ConstructChinaInfantryTankHunter 3 = Tank_Command_ConstructChinaInfantryHacker 4 = Tank_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Tank_ChinaAirfieldCommandSet 1 = Tank_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Tank_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaAirfieldCommandSetUpgrade 1 = Tank_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Tank_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Who's the BOSS ? Ohhh yeah! ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandSet Boss_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseSciencePaladinTank 2 = Command_PurchaseSciencePathfinder 3 = Command_PurchaseScienceClusterMines ; 4 = Command_PurchaseScienceEmergencyRepair1 END CommandSet Boss_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceCarpetBomb ; 2 = Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 ; 10 = Command_PurchaseScienceParadrop1 ; 11 = Command_PurchaseScienceParadrop2 ; 12 = Command_PurchaseScienceParadrop3 END CommandSet Boss_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse 2 = Command_PurchaseScienceSpectreGunship 3 = Command_PurchaseScienceSneakAttack END CommandSet Boss_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_GLATunnelNetworkCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaPowerPlantCommandSetUpgrade 1 = Command_UpgradeAmericaAdvancedControlRods 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_AmericaPatriotBatteryCommandSet 11 = Command_Stop 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaPatriotBatteryCommandSetUpgrade 11 = Command_Stop 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_AmericaDozerCommandSet 1 = Boss_Command_ConstructAmericaPowerPlant 2 = Boss_Command_ConstructChinaBunker 3 = Boss_Command_ConstructChinaSupplyCenter 4 = Boss_Command_ConstructChinaGattlingCannon 5 = Boss_Command_ConstructChinaBarracks 6 = Boss_Command_ConstructAmericaPatriotBattery 7 = Boss_Command_ConstructChinaWarFactory 8 = Boss_Command_ConstructGLATunnelNetwork 9 = Boss_Command_ConstructChinaAirfield 10 = Boss_Command_ConstructChinaSpeakerTower 11 = Boss_Command_ConstructChinaNuclearMissileLauncher 12 = Boss_Command_ConstructChinaCommandCenter 13 = Boss_Command_ConstructGLAScudStorm 14 = Boss_Command_ConstructAmericaParticleCannonUplink End CommandSet Boss_ChinaCommandCenterCommandSet 1 = Boss_Command_ConstructChinaDozer 5 = Command_ArtilleryBarrage 6 = Command_EMPPulse 7 = Command_ClusterMines 8 = Command_SpectreGunship 9 = Command_SneakAttack 10 = Command_ChinaCarpetBomb 11 = Command_UpgradeChinaRadar 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaCommandCenterCommandSetUpgrade 1 = Boss_Command_ConstructChinaDozer 5 = Command_ArtilleryBarrage 6 = Command_EMPPulse 7 = Command_ClusterMines 8 = Command_SpectreGunship 9 = Command_SneakAttack 10 = Command_ChinaCarpetBomb 11 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaAirfieldCommandSet 1 = Boss_Command_ConstructChinaJetMIG 2 = Boss_Command_ConstructAmericaJetRaptor ; AirF version 3 = Boss_Command_ConstructChinaVehicleHelix 4 = Boss_Command_ConstructAmericaJetAurora 8 = Command_UpgradeChinaAircraftArmor ; 10 = Command_UpgradeAmericaBunkerBusters 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_ChinaAirfieldCommandSetUpgrade 1 = Boss_Command_ConstructChinaJetMIG 2 = Boss_Command_ConstructAmericaJetRaptor ; AirF version 3 = Boss_Command_ConstructChinaVehicleHelix 4 = Boss_Command_ConstructAmericaJetAurora 8 = Command_UpgradeChinaAircraftArmor ; 10 = Command_UpgradeAmericaBunkerBusters 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_ChinaSupplyCenterCommandSet 1 = Boss_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaSupplyCenterCommandSetUpgrade 1 = Boss_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaBarracksCommandSet 1 = Boss_Command_ConstructAmericaInfantryRanger 2 = Boss_Command_ConstructChinaInfantryBlackLotus 3 = Boss_Command_ConstructChinaInfantryTankHunter 4 = Boss_Command_ConstructGLAInfantryJarmenKell 5 = Boss_Command_ConstructChinaInfantryHacker 6 = Boss_Command_ConstructAmericaInfantryColonelBurton 7 = Boss_Command_ConstructAmericaInfantryPathfinder 8 = Boss_Command_ConstructGLAInfantryAngryMob 9 = Command_UpgradeAmericaRangerCaptureBuilding 10 = Command_UpgradeAmericaChemicalSuits 11 = Command_UpgradeAmericaRangerFlashBangGrenade 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaBarracksCommandSetUpgrade 1 = Boss_Command_ConstructAmericaInfantryRanger 2 = Boss_Command_ConstructChinaInfantryBlackLotus 3 = Boss_Command_ConstructChinaInfantryTankHunter 4 = Boss_Command_ConstructGLAInfantryJarmenKell 5 = Boss_Command_ConstructChinaInfantryHacker 6 = Boss_Command_ConstructAmericaInfantryColonelBurton 7 = Boss_Command_ConstructAmericaInfantryPathfinder 8 = Boss_Command_ConstructGLAInfantryAngryMob 9 = Command_UpgradeChinaRedguardCaptureBuilding 10 = Command_UpgradeAmericaChemicalSuits 11 = Command_UpgradeAmericaRangerFlashBangGrenade 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaWarFactoryCommandSet 1 = Boss_Command_ConstructAmericaVehiclePaladin 2 = Boss_Command_ConstructChinaTankGattling 3 = Boss_Command_ConstructChinaTankDragon 4 = Boss_Command_ConstructAmericaVehicleAvenger 5 = Boss_Command_ConstructChinaTankOverlord 6 = Boss_Command_ConstructAmericaVehicleTomahawk 7 = Boss_Command_ConstructGLAVehicleCombatBikeTerrorist 8 = Boss_Command_ConstructGLAVehicleRocketBuggy 9 = Boss_Command_ConstructAmericaVehicleSentryDrone 10 = Command_UpgradeChinaBlackNapalm 11 = Command_UpgradeChinaChainGuns 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaWarFactoryCommandSetUpgrade 1 = Boss_Command_ConstructAmericaVehiclePaladin 2 = Boss_Command_ConstructChinaTankGattling 3 = Boss_Command_ConstructChinaTankDragon 4 = Boss_Command_ConstructAmericaVehicleAvenger 5 = Boss_Command_ConstructChinaTankOverlord 6 = Boss_Command_ConstructAmericaVehicleTomahawk 7 = Boss_Command_ConstructGLAVehicleCombatBikeTerrorist 8 = Boss_Command_ConstructGLAVehicleRocketBuggy 9 = Boss_Command_ConstructAmericaVehicleSentryDrone 10 = Command_UpgradeChinaBlackNapalm 11 = Command_UpgradeChinaChainGuns 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 4 = Command_UpgradeAmericaSentryDroneGun 6 = Command_UpgradeAmericaCompositeArmor 8 = Command_UpgradeAmericaAdvancedTraining 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaParticleUplinkCannonCommandSetUpgrade 1 = Command_FireParticleUplinkCannon 4 = Command_UpgradeAmericaSentryDroneGun 6 = Command_UpgradeAmericaCompositeArmor 8 = Command_UpgradeAmericaAdvancedTraining 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_GLAScudStormCommandSet 1 = Command_ScudStorm 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAAPRockets 8 = Command_UpgradeGLAArmTheMob 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_GLAScudStormCommandSetUpgrade 1 = Command_ScudStorm 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAAPRockets 8 = Command_UpgradeGLAArmTheMob 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 4 = Command_UpgradeChinaSubliminalMessaging 6 = Boss_Command_UpgradeChinaNationalism 7 = Command_UpgradeChinaNuclearTanks 9 = Command_UpgradeChinaUraniumShells 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 4 = Command_UpgradeChinaSubliminalMessaging 6 = Command_UpgradeChinaNationalism 7 = Command_UpgradeChinaNuclearTanks 9 = Command_UpgradeChinaUraniumShells 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet UNHumvee 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End; FILE: CivilianUnit.ini ////////////////////////////////////////////////////// ; This file contains only units that are not part of any specific ; game faction. An example is an object with "behavior" that isn't ; specifically tied to any player/faction such as a bird, bear, or ; donkey. Any related objects to those civilian units also appear in ; here such as debris or necessary weapon firing objects ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ Object MilitiaTank ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 DefaultConditionState Model = CVTank Turret = Turret01 WeaponFireFXBone = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = CVTank_D End ConditionState = RUBBLE Model = CVTank_D End TrackMarks = EXTnkTrack.tga OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:MilitiaTank Side = Civilian EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY MilitiaTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = UpgradedTankArmor DamageFX = TankDamageFX End BuildCost = 500 BuildTime = 12.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory 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 ;Can gain experience CrusherLevel = 1 ;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 = GenericCommandSet ; *** AUDIO Parameters *** VoiceSelect = NoSound ; MilitiaTankVoiceSelect VoiceMove = NoSound ; MilitiaTankVoiceMove VoiceAttack = NoSound ; MilitiaTankVoiceAttack SoundMoveStart = NoSound ; MilitiaTankMoveStart SoundMoveStartDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 480 InitialHealth = 480 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 140 // turn rate, in degrees per sec ControlledWeaponSlots= PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL MilitiaTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = ProductionUpdate ModuleTag_05 ; nothing End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_MilitiaTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_MilitiaTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. 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 MogadishuMaleCivilian01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUMC01_SKN IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0 30 IdleAnimation = CIUMC01_SKL.CIUMC01_IDA AnimationMode = ONCE End ConditionState = MOVING Animation = CIUMC01_SKL.CIUMC01_WKA 50 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIUMC01_SKL.CIUMC01_PKA 20 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIUMC01_SKL.CIUMC01_DTA AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianArabMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object MogadishuMaleCivilian02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CISTV01_SKN IdleAnimation = CISTV01_SKL.CISTV01_STN 0 30 IdleAnimation = CISTV01_SKL.CISTV01_IDA AnimationMode = ONCE End ConditionState = MOVING Animation = CISTV01_SKL.CISTV01_WKA 30 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CISTV01_SKL.CISTV01_PKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CISTV01_SKL.CISTV01_DTA AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianArabMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object MogadishuMaleCivilian03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cisciv02_SKN IdleAnimation = cisciv02_SKL.cisciv02_STA 0 30 IdleAnimation = cisciv02_SKL.cisciv02_IDA IdleAnimation = cisciv02_SKL.cisciv02_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = cisciv02_SKL.cisciv02_WKA 42 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = cisciv02_SKL.cisciv02_RNA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = cisciv02_SKL.cisciv02_DTA Animation = cisciv02_SKL.cisciv02_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = cisciv02_SKL.cisciv02_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = cisciv02_SKL.cisciv02_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = cisciv02_SKL.cisciv02_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SquishCollide ModuleTag_06 ;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_CivilianChinaMaleDie 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_CivilianChinaMaleDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object MogadishuFemaleCivilian02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUMC3S_SKN IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0 30 IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDA IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CIUMC3S_SKL.CIUMC3S_WKA 22 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CIUMC3S_SKL.CIUMC3S_RNA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CIUMC3S_SKL.CIUMC3S_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CIUMC3S_SKL.CIUMC3S_DTA Animation = CIUMC3S_SKL.CIUMC3S_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUMC3S_SKL.CIUMC3S_ATDE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUMC3S_SKL.CIUMC3S_ATDE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUMC3S_SKL.CIUMC3S_ATDE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED -POISONED_GAMMA DeathFX = FX_CivilianArabFemaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireFemale OCL = INITIAL OCL_FlamingInfantry End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object MogadishuFemaleCivilian01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUC01_SKN IdleAnimation = CIUC01_SKL.CIUC01_STA 0 5 IdleAnimation = CIUC01_SKL.CIUC01_IDA AnimationMode = ONCE End ConditionState = MOVING Animation = CIUC01_SKL.CIUC01_WKA 30 1 Animation = CIUC01_SKL.CIUC01_WKB 10 7 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIUC01_SKL.CIUC01_PNA 30 Animation = CIUC01_SKL.CIUC01_PNB 20 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIUC01_SKL.CIUC01_DTA Animation = CIUC01_SKL.CIUC01_DTB AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianArabFemaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireFemale OCL = INITIAL OCL_FlamingInfantry End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object CarCamaro ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCamaro End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVCamaro_d End ConditionState = BACKCRUSHED Model = CVCamaro_d2 End ConditionState = FRONTCRUSHED Model = CVCamaro_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Camaro EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 80 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarSport01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSptCar01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSptCar01_d End ConditionState = BACKCRUSHED Model = CVSptCar01_d2 End ConditionState = FRONTCRUSHED Model = CVSptCar01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SportCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ; @todo srj -- remove after E3, for demo purposes only Object CarScrapSuicide ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVScrpCar1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScrapCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;*************************Required For CHI01 INTRO***************************** Object CINE_CarScrapSuicide ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVScrpCar1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScrapCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 1.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;******************* Cinematic-Only unit ************************************** Object CINE_ConvoyNuke ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CINE_ConvNuke End ConditionState = LOADED Model = CINE_ConvNuke End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10; TireRotationMultiplier = 0.2 ; this * speed = rotation. TrackMarks = EXTireTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End WeaponSet Conditions = None Weapon = PRIMARY CINEConvoyNuke End VisionRange = 150 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 ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundAmbient = NukeTruckMoveLoop UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_LargeStructureDebris End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL CINE_NukeTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 36.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarScrap ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVScrpCar1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScrapCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLimo1 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVLimo1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo ; Slots = 5 ;End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 800.0 InitialHealth = 800.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ;Behavior = DestroyDie ModuleTag_04 ; DeathTypes = ALL -CRUSHED -SPLATTED ;End ;Behavior = CrushDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ;End ;Behavior = SlowDeathBehavior ModuleTag_12 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ;End ; Behavior = FXListDie ModuleTag_06 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_08 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_09 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_10 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_11 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 21.0 GeometryMinorRadius = 6.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLimo2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVLimo2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo ; Slots = 5 ;End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 800.0 InitialHealth = 800.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_04 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_12 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_06 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_08 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_09 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_10 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_11 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 20.0 GeometryMinorRadius = 5.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLimo3 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVLimo3 End ConditionState = REALLYDAMAGED Model = CVLimo3_D End ConditionState = RUBBLE Model = CVLimo3_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet WeaponSet Conditions = None Weapon = PRIMARY None End ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo ; Slots = 5 ;End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 800.0 InitialHealth = 800.0 End Behavior = DestroyDie ModuleTag_04 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_LimoExplode End Behavior = FXListDie ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_LimoExplode End ; Behavior = CreateObjectDie ;; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 19.0 GeometryMinorRadius = 5.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ShiekLimo ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVShkLimo End ConditionState = REALLYDAMAGED Model = CVShkLimo_D End ConditionState = RUBBLE Model = CVShkLimo_D1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet WeaponSet Conditions = None Weapon = PRIMARY None End ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo ; Slots = 5 ;End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = SUVVoiceSelect VoiceMove = SUVVoiceMove VoiceAttack = NoSound SoundMoveStart = CarMoveStart SoundMoveStartDamaged = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED IGNORES_SELECT_ALL RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 500.0 InitialHealth = 500.0 End Behavior = DestroyDie ModuleTag_04 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_LimoExplode End Behavior = FXListDie ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_LimoExplode End ; Behavior = CreateObjectDie ;; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL HumveeLocomotor Locomotor = SET_WANDER HumveeLocomotor Locomotor = SET_PANIC HumveeLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 19.0 GeometryMinorRadius = 5.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLimo03DeadHull ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CVLimo3_D1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = SYSTEM TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = CAN_CAST_REFLECTIONS IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 50 AllowBouncing = Yes End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = TransitionDamageFX ModuleTag_06 RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 6.0 GeometryHeight = 7.5 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CarLuxury01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBMW End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVBMW_d End ConditionState = BACKCRUSHED Model = CVBMW_d2 End ConditionState = FRONTCRUSHED Model = CVBMW_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLuxury02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBMW2 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVBMW2_d End ConditionState = BACKCRUSHED Model = CVBMW2_d2 End ConditionState = FRONTCRUSHED Model = CVBMW2_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLuxury03 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBMW3 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVBMW3_d End ConditionState = BACKCRUSHED Model = CVBMW3_d2 End ConditionState = FRONTCRUSHED Model = CVBMW3_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object CINE_CarLuxury03XXX ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = UITech_SKN End ConditionState = DAMAGED Model = UVTechTrck_d End ConditionState = BACKCRUSHED Model = CVBMW3_d2 End ConditionState = FRONTCRUSHED Model = CVBMW3_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CINE_ShiekLimo ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CVShkLimo Animation = CVShkLimo.CVShkLimo AnimationMode = LOOP End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:ShiekLimo EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotorShiek Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 20.0 GeometryMinorRadius = 5.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CINE_CarLuxury03 ; *** ART Parameters *** SelectPortrait = SUTechnical_L ButtonImage = SUTechnical UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_GLAJunkRepair ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 ExtraPublicBone = Dum_Turret DefaultConditionState Model = UVTechTrck End ConditionState = REALLYDAMAGED Model = UVTechTrck_d End ConditionState = RUBBLE Model = UVTechTrck_d End OkToChangeModelColor = Yes TrackMarks = EXTireTrack.tga Dust = CINE_U05_RocketBuggyDust DirtSpray = CINE_U05_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 = 2.5 ; This speed is added to the rotation speed when powersliding. End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret ; ------------------ basic technical ------------------------ DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = MOVING Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = TURRET_ROTATE MOVING AliasConditionState = TURRET_ROTATE FIRING_A AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE RELOADING_A AliasConditionState = TURRET_ROTATE MOVING FIRING_A AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE MOVING RELOADING_A ConditionState = FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_ONE IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_TWO IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A End ; ***DESIGN parameters *** DisplayName = OBJECT:Technical Side = GLA EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY TechnicalMachineGunWeapon End WeaponSet Conditions = CRATEUPGRADE_ONE Weapon = PRIMARY TechnicalCannonWeapon End WeaponSet Conditions = CRATEUPGRADE_TWO Weapon = PRIMARY TechnicalRPGWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TruckDamageFX End ;update cost and time fields in Object GLAVehicleTechnical, or else they won't work ;BuildCost = 300 ;BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GLAArmsDealer End ExperienceValue = 25 25 50 100 ;Experience point value at each level ExperienceRequired = 0 50 75 150 ;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 = GLAVehicleTechnicalCommandSet ; *** AUDIO Parameters *** VoiceSelect = TechnicalVoiceSelect VoiceMove = TechnicalVoiceMove VoiceGuard = TechnicalVoiceMove VoiceAttack = TechnicalVoiceAttack SoundMoveStart = TechnicalMoveStart SoundMoveStartDamaged = TechnicalMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = TechnicalVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceSalvage = TechnicalVoiceSalvage VoiceCrush = TechnicalVoiceCrush VoiceUnload = TechnicalVoiceUnload VoiceEnter = TechnicalVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_TechnicalTraining End Body = ActiveBody ModuleTag_04 MaxHealth = 180000 ; Gave massive health so the humvee's wont kill them early. InitialHealth = 180000 End Behavior = AIUpdateInterface ModuleTag_05 Turret TurretTurnRate = 240 ; turn rate, in degrees per sec NaturalTurretAngle = 0 MinIdleScanAngle = 30 ; in degrees off the natural turret angle MaxIdleScanAngle = 60 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 30.0 End Behavior = AutoHealBehavior ModuleTag_07 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = FlammableUpdate ModuleTag_09 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_TechnicalJeep_CrushEffect End Behavior = CreateCrateDie ModuleTag_14 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = SlowDeathBehavior ModuleTag_15 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 3000 DestructionDelayVariance = 0 OCL = INITIAL OCL_CINE_U05_TechnicalAirDeathStart FX = INITIAL FX_TechnicalAirDeathGroundPart OCL = FINAL OCL_RocketBuggyAirDeath FX = FINAL FX_RocketBuggyAirDeathAirPart ; This happens in the air End Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY DamagePercentToUnits = 10% GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. TriggeredBy = Upgrade_GLAAPBullets End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 9.0 GeometryHeight = 7.5 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CINE_U05_Technical02 ; *** ART Parameters *** SelectPortrait = SUTechnical_L ButtonImage = SUTechnical UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_GLAJunkRepair ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 ExtraPublicBone = Dum_Turret DefaultConditionState Model = UVTechTrck End ConditionState = REALLYDAMAGED Model = UVTechTrck_d ParticleSysBone = Tire01 CINE_U05_SootySmokeColumn02 ParticleSysBone = Tire02 CINE_U05_SootySmokeColumn02 ParticleSysBone = Tire03 CINE_U05_SootySmokeColumn02 ParticleSysBone = Tire04 CINE_U05_SootySmokeColumn02 End ConditionState = RUBBLE Model = UVTechTrck_d End OkToChangeModelColor = Yes TrackMarks = EXTireTrack.tga Dust = TechnicalDust 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 = 2.5 ; This speed is added to the rotation speed when powersliding. End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret ; ------------------ basic technical ------------------------ DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = MOVING Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = TURRET_ROTATE MOVING AliasConditionState = TURRET_ROTATE FIRING_A AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE RELOADING_A AliasConditionState = TURRET_ROTATE MOVING FIRING_A AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE MOVING RELOADING_A ConditionState = FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_ONE IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 50Cal WeaponMuzzleFlash = PRIMARY MuzzleFX02 WeaponFireFXBone = PRIMARY Muzzle02 WeaponLaunchBone = PRIMARY Muzzle02 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ ConditionState = WEAPONSET_CRATEUPGRADE_TWO IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = RPG WeaponFireFXBone = PRIMARY Muzzle03 WeaponLaunchBone = PRIMARY Muzzle03 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A End ; ***DESIGN parameters *** DisplayName = OBJECT:Technical Side = GLA EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY TechnicalMachineGunWeapon End WeaponSet Conditions = CRATEUPGRADE_ONE Weapon = PRIMARY TechnicalCannonWeapon End WeaponSet Conditions = CRATEUPGRADE_TWO Weapon = PRIMARY TechnicalRPGWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TruckDamageFX End ;update cost and time fields in Object GLAVehicleTechnical, or else they won't work ;BuildCost = 300 ;BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GLAArmsDealer End ExperienceValue = 25 25 50 100 ;Experience point value at each level ExperienceRequired = 0 50 75 150 ;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 = GLAVehicleTechnicalCommandSet ; *** AUDIO Parameters *** VoiceSelect = TechnicalVoiceSelect VoiceMove = TechnicalVoiceMove VoiceGuard = TechnicalVoiceMove VoiceAttack = TechnicalVoiceAttack SoundMoveStart = TechnicalMoveStart SoundMoveStartDamaged = TechnicalMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = TechnicalVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceSalvage = TechnicalVoiceSalvage VoiceCrush = TechnicalVoiceCrush VoiceUnload = TechnicalVoiceUnload VoiceEnter = TechnicalVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_TechnicalTraining End Body = ActiveBody ModuleTag_04 MaxHealth = 180000 ; Gave massive health so the humvee's wont kill them early. InitialHealth = 180000 End Behavior = AIUpdateInterface ModuleTag_05 Turret TurretTurnRate = 240 ; turn rate, in degrees per sec NaturalTurretAngle = 0 MinIdleScanAngle = 30 ; in degrees off the natural turret angle MaxIdleScanAngle = 60 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 30.0 End Behavior = AutoHealBehavior ModuleTag_07 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = FlammableUpdate ModuleTag_09 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_TechnicalJeep_CrushEffect End Behavior = CreateCrateDie ModuleTag_14 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = SlowDeathBehavior ModuleTag_15 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 3000 DestructionDelayVariance = 0 OCL = INITIAL OCL_CINE_U05_TechnicalAirDeathStart02 ;No Crazy Flying Hulks FX = INITIAL FX_TechnicalAirDeathGroundPart OCL = FINAL OCL_RocketBuggyAirDeath FX = FINAL FX_RocketBuggyAirDeathAirPart ; This happens in the air End Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY DamagePercentToUnits = 10% GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. TriggeredBy = Upgrade_GLAAPBullets End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 9.0 GeometryHeight = 7.5 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CarLuxury04 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBMW4 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVBMW4_d End ConditionState = BACKCRUSHED Model = CVBMW4_d2 End ConditionState = FRONTCRUSHED Model = CVBMW4_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarSedan01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSedan01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSedan01_d End ConditionState = BACKCRUSHED Model = CVSedan01_d2 End ConditionState = FRONTCRUSHED Model = CVSedan01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Sedan EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ; @todo srj -- remove after E3, for demo purposes only Object CarSUV01Suicide ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSUV01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSUV01_d End ConditionState = BACKCRUSHED Model = CVSUV01_d2 End ConditionState = FRONTCRUSHED Model = CVSUV01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SUV EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarSUV01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSUV01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSUV01_d End ConditionState = BACKCRUSHED Model = CVSUV01_d2 End ConditionState = FRONTCRUSHED Model = CVSUV01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SUV EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarCompact ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCmpCar End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVCmpCar_d End ConditionState = BACKCRUSHED Model = CVCmpCar_d2 End ConditionState = FRONTCRUSHED Model = CVCmpCar_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CompactCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVTaxi01_d End ConditionState = BACKCRUSHED Model = CVTaxi01_d2 End ConditionState = FRONTCRUSHED Model = CVTaxi01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = CreateObjectDie ModuleTag_DeathTag04 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GenericCarExplode End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab03 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi03g End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab04 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi04r End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab05 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi05 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = CreateObjectDie ModuleTag_DeathTag04 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GenericCarExplode End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarBug1 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBug1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarBug EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_09 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarBug2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBug2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarBug EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarBug3 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBug3 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarBug EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Humvee1 ; *** ART Parameters *** SelectPortrait = SAHummer_L ButtonImage = SAHummer Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CVHUMVEE Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = CVHUMVEE_D Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = RUBBLE Model = CVHUMVEE_D End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** Side = Civilian DisplayName = OBJECT:UNHumvee EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ShroudClearingRange = 320 BuildCost = 500 BuildTime = 10.0 ;in seconds VisionRange = 200 WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CommandSet = UNHumvee ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound TurretMoveLoop = NoSound SoundEject = NoSound VoiceEject = NoSound ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL HumveeLocomotor Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 20% AllowInsideKindOf = INFANTRY End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 FX = INITIAL FX_HumveeExplosionOneInitial OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_HumveeExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ;***CUT*** ;Cinematics and civ units don't want to spawn rangers and pilots! ;Behavior = CreateObjectDie ModuleTag_SoloChange ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ;End ;Behavior = EjectPilotDie ModuleTag_11 ; DeathTypes = ALL -CRUSHED -SPLATTED ; ExemptStatus = HIJACKED ; CreationList = OCL_EjectPilotOnGround ;End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME Behavior = PhysicsBehavior ModuleTag_13 Mass = 30.0 End End ;------------------------------------------------------------------------------ ;****************************Required For Various Intros*********************** Object CINEExplBox ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINEExplBox End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_BODY MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = InstantDeathBehavior ModuleTag_DIE DeathTypes = ALL FX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ ;****************************Required For Various Intros*********************** Object CINEExplBox02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINEExplBox End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_BODY MaxHealth = 9999.0 InitialHealth = 9999.0 End Behavior = InstantDeathBehavior ModuleTag_DIE DeathTypes = ALL FX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ ;****************************Required For CHI01******************************** Object CINE_Confetti ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINE_Confetti ParticleSysBone = SparksL01 ParadeConfetti End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2.0 InitialHealth = 2.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ ;****************************Required For MD_USA04******************************** Object CINE_Flak ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINE_Flak ParticleSysBone = Flak01 Flak ParticleSysBone = Flak02 Flak ParticleSysBone = Flak03 Flak ParticleSysBone = Flak04 Flak ParticleSysBone = Flak05 Flak ParticleSysBone = Flak06 Flak ParticleSysBone = Flak07 Flak ParticleSysBone = Flak08 Flak ParticleSysBone = Flak09 Flak ParticleSysBone = Flak10 Flak ParticleSysBone = Flak11 Flak ParticleSysBone = Flak12 Flak ParticleSysBone = Flak13 Flak ParticleSysBone = Flak14 Flak ParticleSysBone = Flak15 Flak ParticleSysBone = Flak16 Flak ParticleSysBone = Flak17 Flak ParticleSysBone = Flak18 Flak ParticleSysBone = Flak19 Flak ParticleSysBone = Flak20 Flak ParticleSysBone = Flak21 Flak ParticleSysBone = Flak22 Flak ParticleSysBone = Flak23 Flak ParticleSysBone = Flak24 Flak ParticleSysBone = Flak25 Flak ParticleSysBone = Flak26 Flak ParticleSysBone = Flak27 Flak ParticleSysBone = Flak28 Flak ParticleSysBone = Flak29 Flak ParticleSysBone = Flak30 Flak ParticleSysBone = Flak31 Flak ParticleSysBone = Flak32 Flak ParticleSysBone = Flak33 Flak ParticleSysBone = Flak34 Flak ParticleSysBone = Flak35 Flak ParticleSysBone = Flak36 Flak ParticleSysBone = Flak37 Flak ParticleSysBone = Flak38 Flak ParticleSysBone = Flak39 Flak ParticleSysBone = Flak40 Flak ParticleSysBone = Flak41 Flak ParticleSysBone = Flak42 Flak ParticleSysBone = Flak43 Flak ParticleSysBone = Flak44 Flak ParticleSysBone = Flak45 Flak ParticleSysBone = Flak46 Flak ParticleSysBone = Flak47 Flak ParticleSysBone = Flak48 Flak ParticleSysBone = Flak49 Flak ParticleSysBone = Flak50 Flak ParticleSysBone = Flak51 Flak ParticleSysBone = Flak52 Flak ParticleSysBone = Flak53 Flak ParticleSysBone = Flak54 Flak ParticleSysBone = Flak55 Flak ParticleSysBone = Flak56 Flak ParticleSysBone = Flak57 Flak ParticleSysBone = Flak58 Flak ParticleSysBone = Flak59 Flak ParticleSysBone = Flak60 Flak ParticleSysBone = Flak61 Flak ParticleSysBone = Flak62 Flak ParticleSysBone = Flak63 Flak ParticleSysBone = Flak64 Flak ParticleSysBone = Flak65 Flak ParticleSysBone = Flak66 Flak ParticleSysBone = Flak67 Flak ParticleSysBone = Flak68 Flak ParticleSysBone = Flak69 Flak ParticleSysBone = Flak70 Flak ParticleSysBone = Flak71 Flak ParticleSysBone = Flak72 Flak ParticleSysBone = Flak73 Flak ParticleSysBone = Flak74 Flak ParticleSysBone = Flak75 Flak ParticleSysBone = Flak76 Flak ParticleSysBone = Flak77 Flak ParticleSysBone = Flak78 Flak ParticleSysBone = Flak79 Flak ParticleSysBone = Flak80 Flak ParticleSysBone = Flak81 Flak ParticleSysBone = Flak82 Flak ParticleSysBone = Flak83 Flak ParticleSysBone = Flak84 Flak ParticleSysBone = Flak85 Flak ParticleSysBone = Flak86 Flak ParticleSysBone = Flak87 Flak ParticleSysBone = Flak88 Flak ParticleSysBone = Flak89 Flak ParticleSysBone = Flak90 Flak ParticleSysBone = Flak91 Flak End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 9999.0 InitialHealth = 9999.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ Object Humvee1DeadHull ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CVHUMVEE_D1 End End ; ***DESIGN parameters *** Side = China EditorSorting = SYSTEM TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = CAN_CAST_REFLECTIONS IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 50 AllowBouncing = Yes End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = TransitionDamageFX ModuleTag_06 RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 6.0 GeometryHeight = 7.5 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CarSport02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSptCar02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SportCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarSwatchEuro ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSwatch01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarSwatchEuro EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PoliceCar ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DPoliceCarDraw ModuleTag_01 DefaultConditionState Model = CVPoliceCar Animation = CVPoliceCar.CVPoliceCar AnimationMode = LOOP End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVPoliceCar_d End ConditionState = BACKCRUSHED Model = CVPoliceCar_d2 End ConditionState = FRONTCRUSHED Model = CVPoliceCar_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:PoliceCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart SoundAmbient = PoliceCarSirenLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_PoliceCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_PoliceCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CINE_U05_PoliceCar ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DPoliceCarDraw ModuleTag_01 DefaultConditionState Model = CVPoliceCar Animation = CVPoliceCar.CVPoliceCar AnimationMode = LOOP End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVPoliceCar_d End ConditionState = BACKCRUSHED Model = CVPoliceCar_d2 End ConditionState = FRONTCRUSHED Model = CVPoliceCar_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:PoliceCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart SoundAmbient = PoliceCarSirenLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_PoliceCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_PoliceCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BigRig ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVBigRig End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:BigRig EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_BigRigExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_BigRigExplode End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 22.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TankerTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVTanker End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:TankerTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CINE_U05_TankerTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVTankerHD End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:TankerTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL CINE_U5_SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------ This section is for Ambient Sound Objects------- ; Dummy object just for attaching customized ambient sounds to ; Weird name is to sort in front of objects named Amb_* Object AGenericSound EditorSorting = AUDIO KindOf = IMMOBILE Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientVillage1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientVillage1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientArabMarket1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientArabMarket1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientArabMarket2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientArabMarket2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientArabMarket3 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientArabMarket3 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientDogBarking EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientDogBarking Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientNightOwl EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientNightOwl Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWindDesert EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWindDesert Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWindMountain EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWindMountain Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWindCold EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWindCold Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWavesLake EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWavesLake Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientRiver EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientRiver Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientMeadow EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientMeadow Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientMarsh EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientMarsh Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWavesOcean1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWavesOcean1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientInfantryCharge1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientInfantryCharge1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientCrowdAngryArabs1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientCrowdAngryArabs1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientGLABase EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientGLABase Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmGoat EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertFarmGoat Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_BattleSweetener EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_U02_BattleSweetener Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmAmbience EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = FarmAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmCow EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = CowAmbience Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmSheep EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertFarmSheep Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmRooster EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertFarmRooster Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketBell EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketBell Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketCarHorn EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketCarHorn Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketDog EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketDog Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketDog2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketDog2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketGoat EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketGoat Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketMoped EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketMoped Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaMusicLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaMusicLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaWomenLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaWomenLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayBirds2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayBirds2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayInsects EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayInsects Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayInsects2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayInsects2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayInsects3 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayInsects3 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureWindThinLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureWindThinLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureWindTreesLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureWindTreesLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureWindThickLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureWindThickLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayBirds2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayBirds2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayDog EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayDog Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageKids EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageKids Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageKids2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageKids2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_DesertVillageDayMenLoop ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_DesertVillageDayMenLoop ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_DesertVillageDayMoped EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayMoped Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayRooster EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayRooster Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayWallaLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayWallaLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureNightInsectLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureNightInsectLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightCat EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightCat Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightDog EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightDog Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightDog2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightDog2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightDrummerLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightDrummerLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightInsect EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightInsect Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightInsect2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightInsect2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightMenLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightMenLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightTrash EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightTrash Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanTrainStationAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanTrainStationAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanTrainStationAmbientLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanTrainStationAmbientLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanBusStationAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanBusStationAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanBusStationPAVoice EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanBusStationPAVoice Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanBusStationBuses EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanBusStationBuses Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanCemetaryBell EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanCemetaryBell Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanCemetaryDigging EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanCemetaryDigging Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanNightChinaBikeBell EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanNightChinaBikeBell Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanNightChinaClub2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanNightChinaClub2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanParkAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanParkAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanParkBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanParkBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanParkDucks EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanParkDucks Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanParkChimes EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanParkChimes Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanSwimmingPoolAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = HotelAmbientSwimmerLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanSwimmingPoolDiver EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = HotelAmbientDiver Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanPoliceSiren EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanPoliceSiren Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanPoliceSirenLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanPoliceSirenLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanCityAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanCityAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanCityAmbientLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanCityAmbientLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksBouy EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksBouy Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksFoghorn EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksFoghorn Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksMachineryLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksMachineryLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureWoodpecker EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureWoodpecker Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureCrows EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureCrows Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureCrows2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureCrows2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureWindLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureWindLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureNightWolves EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureNightWolves Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanIndustrialYardPileDriver EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanIndustrialYardPileDriver Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanIndustrialYardAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = IndustrialYardAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_UrbanIndustrialYardGeneratorLoop ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_UrbanIndustrialYardGeneratorLoop ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_WaterOceanWaves EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterOceanWaves Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_WaterLakeWaves ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_WaterLakeWaves ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_WaterRiverLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterRiverLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WaterStreamLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterStreamLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureWindCold EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureWindCold Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureWind EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureWind Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayDog2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayDog2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateNightOwl EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateNightOwl Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureWindNight EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureWindNight Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMeadowAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMeadowAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMarshAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMarshAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaLoop3 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaLoop3 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayWallaLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayWallaLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDayDenseAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDayDenseAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDayDenseAmbientLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDayDenseAmbientLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDayDenseAmbientBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDayDenseAmbientBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDaySparseAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDaySparseAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDaySparseAmbientAnimal EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDaySparseAmbientAnimal Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleNightAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleNightAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleNightAmbientLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleNightAmbientLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_MountainNatureAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_MountainNatureAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_MountainBell ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_MountainBell ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_MountainBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_MountainBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_MountainBirds2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_MountainBirds2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateForestBirdsLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateForestBirdsLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateForestBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateForestBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateForestTreesLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateForestTreesLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateForestTrees EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateForestTrees Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMeadowBirdsLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMeadowBirdsLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMeadowBirdsLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMeadowBirdsLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMeadowBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMeadowBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanChinaCourtyardLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanChinaCourtyardLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanChinaCourtyardBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanChinaCourtyardBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanChinaCourtyardWallaLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanChinaCourtyardWallaLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_WaterFountainLoop ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_WaterFountainLoop ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_WaterLakeAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterLakeAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WaterLakeLappingLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterLakeLappingLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WaterLakeLapping EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterLakeLapping Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateTownDayAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateTownDayAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateTownDayPigDog EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateTownDayPigDog Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateTownDayPig EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateTownDayPig Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageMilitary EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateTownDayPig Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_InfantryChargeLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientInfantryCharge1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_TankAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_TankAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ParadeAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ParadeAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ParadeMarchingLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ParadeMarchingLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ParadePanicFemaleLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ParadePanicFemaleLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ParadeCrowdLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ParadeCrowdLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_NukeAftermathAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_NukeAftermathAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_NukeAftermathAmbientFX EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_NukeAftermathAmbientFX Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ScudStormLaunchAlertLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ScudStormLaunchAlertLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_BridgeDemoChargeBeep EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_BridgeDemoChargeBeep Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_BaikonurRocketPadHissLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_BaikonurRocketPadHissLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_BaikonurGLACheerSquad EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_BaikonurGLACheerSquad Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_AngryMobAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_AngryMobAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_DirtRollingLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_DirtRollingLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_TrainRunningLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_TrainRunningLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_CombatCycleMainLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_CombatCycleMainLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_CombatCycleRumbleLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_CombatCycleRumbleLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_CombatCycleByLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_CombatCycleByLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_CombatCycleByElements EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_CombatCycleByElements Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;------------------------------------------------------------------------------ Object AmphibiousTransport ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVAMPHIB Animation = AVAMPHIB.AVAMPHIB ; fans off AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = OVER_WATER Model = AVAMPHIB ParticleSysBone = TreadFX01 AmphibWaveRest Animation = AVAMPHIB.AVAMPHIB ; fans off AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = MOVING Model = AVAMPHIB ; ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibDirt ; ParticleSysBone = Mist01 AmphibDirtClods ; ParticleSysBone = TreadFX01 RocketBuggyDust Animation = AVAMPHIB.AVAMPHIB ; fans on AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = MOVING OVER_WATER Model = AVAMPHIB ; ParticleSysBone = Exhaust01 SteamVent ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibMist ParticleSysBone = Mist02 AmphibMist ParticleSysBone = Mist03 AmphibMistSide ParticleSysBone = Mist04 AmphibMistSide ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave Animation = AVAMPHIB.AVAMPHIB ; fans on AnimationMode = LOOP Flags = START_FRAME_FIRST End End ; The exit door Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = AVAMPHIB_A Animation = AVAMPHIB_A.AVAMPHIB_A AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = AVAMPHIB_A Animation = AVAMPHIB_A.AVAMPHIB_A AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = AVAMPHIB_A1 Animation = AVAMPHIB_A1.AVAMPHIB_A1 AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** DisplayName = OBJECT:AmphibiousTransport EditorSorting = VEHICLE CommandSet = CivilianTransportCommandSet ArmorSet Armor = TruckArmor DamageFX = DefaultDamageFX End WeaponSet Conditions = None Weapon = PRIMARY None End VisionRange = 150 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveLoop = AmphibiousTransportMoveLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = TransportContain ModuleTag_04 Slots = 8 AllowInsideKindOf = INFANTRY VEHICLE DoorOpenTime = 2000 ScatterNearbyOnExit = No ; I have bones for exiting End Behavior = PhysicsBehavior ModuleTag_05 Mass = 30.0 End Behavior = TransportAIUpdate ModuleTag_06 ; End Locomotor = SET_NORMAL BasicAmphibiousLocomotor Behavior = DestroyDie ModuleTag_07 ; End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_09 DeathTypes = ALL -FLOODED DeathFX = FX_GenericCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX Scale = 0.7 ;Scaling GeometryIsSmall = No GeometryMajorRadius = 23.0 GeometryMinorRadius = 17.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianVehicleFerry ; *** ART Parameters *** SelectPortrait = SSFerry_L Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFerry End ConditionState = OVER_WATER Model = CVFerry ParticleSysBone = Smoke01 FerrySmokeStop End ConditionState = MOVING OVER_WATER Model = CVFerry ParticleSysBone = Smoke01 FerrySmoke ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave End End ; ***DESIGN parameters *** DisplayName = OBJECT:AutoFerry EditorSorting = VEHICLE CommandSet = RailedTransportCommandSet ArmorSet Armor = None DamageFX = DefaultDamageFX End WeaponSet Conditions = None Weapon = PRIMARY None End VisionRange = 150 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveLoop = FerryMoveLoop SoundAmbient = Amb_UrbanDocksFoghorn ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = SELECTABLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailedTransportContain ModuleTag_03 Slots = 10 AllowInsideKindOf = INFANTRY VEHICLE BOAT DoorOpenTime = 2000 ScatterNearbyOnExit = No ; I have bones for exiting End Behavior = PhysicsBehavior ModuleTag_04 Mass = 30.0 End Behavior = RailedTransportAIUpdate ModuleTag_05 PathPrefixName = Ferry End Behavior = RailedTransportDockUpdate ModuleTag_06 NumberApproachPositions = 9 PullInsideDuration = 4500 ; in milliseconds PushOutsideDuration = 4500 ; in milliseconds ToleranceDistance = 400.0 ; max distance from ferry in order to successfully dock. End Locomotor = SET_NORMAL BasicBoatLocomotor Behavior = DestroyDie ModuleTag_07 ; End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 72.0 GeometryMinorRadius = 25.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianVehiclePTBoat ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ; Boat OkToChangeModelColor = Yes ConditionState = NONE Model = AVPTBoat End ConditionState = OVER_WATER Model = AVPTBoat End ConditionState = MOVING OVER_WATER Model = AVPTBoat ParticleSysBone = TreadFX01 AmphibWave End End Draw = W3DModelDraw ModuleTag_02 ; Gunner OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = MOVING Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = TURRET_ROTATE MOVING AliasConditionState = TURRET_ROTATE FIRING_A AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE RELOADING_A AliasConditionState = TURRET_ROTATE MOVING FIRING_A AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE MOVING RELOADING_A ConditionState = FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A End ; ***DESIGN parameters *** DisplayName = OBJECT:PTBoat EditorSorting = VEHICLE CommandSet = GenericCommandSet ArmorSet Armor = TruckArmor DamageFX = DefaultDamageFX End WeaponSet Conditions = None Weapon = PRIMARY PTBoatGun End VisionRange = 150 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveLoop = AmphibiousTransportMoveLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE BOAT Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_06 DeathTypes = ALL -FLOODED DeathFX = FX_GenericCarExplode End Behavior = AIUpdateInterface ModuleTag_07 Turret TurretTurnRate = 180 ; turn rate, in degrees per sec NaturalTurretAngle = 0 MinIdleScanAngle = 30 ; in degrees off the natural turret angle MaxIdleScanAngle = 60 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicBoatLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX Scale = 1.0 ;Scaling GeometryIsSmall = No GeometryMajorRadius = 48.0 GeometryMinorRadius = 12.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvoyTruck01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVConvoy1 End ConditionState = LOADED Model = CVConvoy2 End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY ;Lorenzen disabled transport on 12/16, please do not restore ; Behavior = TransportContain ModuleTag_TransportContain ; Slots = 8 ; AllowInsideKindOf = INFANTRY VEHICLE ; End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FXListDie ModuleTag_09 DeathFX = FX_BattleMasterExplosionOneFinal End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 6.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvoyTruck02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVConvoy2 End ConditionState = LOADED Model = CVConvoy2 End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY ;Lorenzen disabled transport on 12/16, please do not restore ; Behavior = TransportContain ModuleTag_02 ; Slots = 8 ; AllowInsideKindOf = INFANTRY; VEHICLE ; End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FXListDie ModuleTag_09 DeathFX = FX_BattleMasterExplosionOneFinal End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 6.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvoyTruckArmedWithNuke ; *** ART Parameters *** SelectPortrait = SSConvoy_L ButtonImage = SSConvoy_L Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVConvoy End ConditionState = LOADED Model = NVConvoy End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 ;CabBone = CAB ;TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 ;MidRightFrontTireBone = Tire03 ;MidLeftFrontTireBone = Tire04 ;MidRightMidTireBone = Tire05 ;MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ConvoyTruckSuicideWeapon End VisionRange = 150 ShroudClearingRange = 350 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 = CivilianTransportWithNukeCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckVoiceSelect VoiceMove = ConvoyTruckVoiceMove SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; Behavior = DestroyDie ModuleTag_03 ; ;nothing ; End ; Behavior = CreateObjectDie ModuleTag_04 ; DeathTypes = ALL ; CreationList = OCL_GenericCarExplode ; End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 30.0 End ; Behavior = OCLSpecialPower ModuleTag_08 ; SpecialPowerTemplate = SuperweaponDetonateDirtyNuke ; OCL = SUPERWEAPON_DetonateDirtyNuke ; CreateLocation = USE_OWNER_OBJECT ; End ; Switched to death weapon so that if killed he will explode right away, Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +SUICIDED DestructionDelay = 1500 OCL = FINAL OCL_GenericCarExplode Weapon = FINAL DirtyNukeCreationWeapon End Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -SUICIDED DestructionDelay = 0 OCL = FINAL OCL_GenericCarExplode Weapon = FINAL DirtyNukeCreationWeapon End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 20.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvoyTruck04 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVConvoy4 End ConditionState = LOADED Model = CVConvoy4 End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY ;Lorenzen disabled transport on 12/16, please do not restore ; Behavior = TransportContain ModuleTag_TransportContain ; Slots = 8 ; AllowInsideKindOf = INFANTRY; VEHICLE ; End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FXListDie ModuleTag_09 DeathFX = FX_BattleMasterExplosionOneFinal End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 30.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Partisan01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UIPART_SKN Animation = UIPART_SKL.UIPART_STA AnimationMode = LOOP End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_CivilianArabMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object Partisan02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UIPART2_SKN Animation = UIPART2_SKL.UIPART2_STA AnimationMode = LOOP End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_CivilianArabMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object Partisan03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UIPRTSN3_SKN Animation = UIPRTSN3_SKL.UIPRTSN3_STA AnimationMode = LOOP End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_CivilianArabFemaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object UNSoldier ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUNSL_SKN IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21 IdleAnimation = CIUNSL_SKL.CIUNSL_ID1 IdleAnimation = CIUNSL_SKL.CIUNSL_ID2 AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = FIRING_A Animation = CIUNSL_SKL.CIUNSL_ATA1_LP AnimationMode = LOOP TransitionKey = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A TransitionState = TRANS_Stand TRANS_FiringA Animation = CIUNSL_SKL.CIUNSL_ATA1_ST AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringA TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_ATA1_ED AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End ; these aliases handle the attack-move case. AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ConditionState = FREEFALL Animation = CIUNSL_SKL.CIUNSL_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End ConditionState = PARACHUTING Animation = CIUNSL_SKL.CIUNSL_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING ConditionState = MOVING Animation = CIUNSL_SKL.CIUNSL_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None End ConditionState = DYING Animation = CIUNSL_SKL.CIUNSL_DTA Animation = CIUNSL_SKL.CIUNSL_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUNSL_SKL.CIUNSL_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUNSL_SKL.CIUNSL_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUNSL_SKL.CIUNSL_ADTA3 AnimationMode = ONCE TransitionKey = None End AliasConditionState = DYING SPLATTED TransitionState = TRANS_Falling TRANS_Chute Animation = CIUNSL_SKL.CIUNSL_POP AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 DisplayName = OBJECT:UNSoldier EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY RangerAdvancedCombatRifle End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 300 ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 20 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 ; *** AUDIO Parameters *** VoiceSelect = RangerVoiceSelect VoiceMove = RangerVoiceMove VoiceAttack = RangerVoiceAttack ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY Body = ActiveBody ModuleTag_02 MaxHealth = 125.0 InitialHealth = 125.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = ProductionUpdate ModuleTag_05 ; nothing End Behavior = SquishCollide ModuleTag_07 ;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_RangerDie 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_RangerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_12 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 Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 13.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object GenericMale01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIAMan01_SKN IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0 30 IdleAnimation = CIAMan01_SKL.CIAMan01_IDA IdleAnimation = CIAMan01_SKL.CIAMan01_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = CIAMan01_SKL.CIAMan01_WKA 30 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIAMan01_SKL.CIAMan01_RNA 35 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIAMan01_SKL.CIAMan01_DTA Animation = CIAMan01_SKL.CIAMan01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIAMan01_SKL.CIAMan01_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIAMan01_SKL.CIAMan01_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIAMan01_SKL.CIAMan01_ADTD3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:GenericMale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SquishCollide ModuleTag_06 ;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_CivilianArabMaleDie 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_CivilianArabMaleDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object GenericFemale01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIAFem01_SKN IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0 30 IdleAnimation = CIAFem01_SKL.CIAFem01_IDA IdleAnimation = CIAFem01_SKL.CIAFem01_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = CIAFem01_SKL.CIAFem01_WKA 25 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIAFem01_SKL.CIAFem01_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIAFem01_SKL.CIAFem01_DTA Animation = CIAFem01_SKL.CIAFem01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIAFem01_SKL.CIAFem01_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIAFem01_SKL.CIAFem01_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIAFem01_SKL.CIAFem01_ADTE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:GenericFemale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED -POISONED_GAMMA DeathFX = FX_CivilianArabFemaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireFemale OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object AmericanFarmer01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIEFMR1_SKN IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0 30 IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDA IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = CIEFMR1_SKL.CIEFMR1_WKA 30 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIEFMR1_SKL.CIEFMR1_PNA 35 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIEFMR1_SKL.CIEFMR1_DTA Animation = CIEFMR1_SKL.CIEFMR1_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIEFMR1_SKL.CIEFMR1_ATDT1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIEFMR1_SKL.CIEFMR1_ATDT2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIEFMR1_SKL.CIEFMR1_ATDT3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianArabMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object AsianFarmer01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUFrm1_SKN IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0 30 IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDA IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CIUFrm1_SKL.CIUFrm1_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CIUFrm1_SKL.CIUFrm1_PKA_ST AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CIUFrm1_SKL.CIUFrm1_PKA_LP AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CIUFrm1_SKL.CIUFrm1_DTA Animation = CIUFrm1_SKL.CIUFrm1_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUFrm1_SKL.CIUFrm1_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUFrm1_SKL.CIUFrm1_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUFrm1_SKL.CIUFrm1_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object HomelessGuy ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIHMLSS01_SKN IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0 35 IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_IDA AnimationMode = ONCE TransitionKey = TRANS_Sleep End TransitionState = TRANS_Sleep TRANS_Move Animation = CIHMLSS01_SKL.CIHMLSS01_STUP AnimationMode = ONCE End ConditionState = MOVING Animation = CIHMLSS01_SKL.CIHMLSS01_WKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move End TransitionState = TRANS_Move TRANS_Panick Animation = CIHMLSS01_SKL.CIHMLSS01_RNA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panick End ConditionState = DYING Animation = CIHMLSS01_SKL.CIHMLSS01_DTA AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object AsianFarmer02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUFrm2_SKN IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0 5 IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDA IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CIUFrm2_SKL.CIUFrm2_WKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End ConditionState = MOVING PANICKING Animation = CIUFrm2_SKL.CIUFrm2_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CIUFrm2_SKL.CIUFrm2_DTA Animation = CIUFrm2_SKL.CIUFrm2_DTB Animation = CIUFrm2_SKL.CIUFrm2_DTC AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUFrm2_SKL.CIUFrm2_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUFrm2_SKL.CIUFrm2_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUFrm2_SKL.CIUFrm2_ADTD3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object AsianFarmer3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUFrm3_SKN IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0 30 IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDA IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = CIUFrm3_SKL.CIUFrm3_WKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIUFrm3_SKL.CIUFrm3_PKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIUFrm3_SKL.CIUFrm3_DTA Animation = CIUFrm3_SKL.CIUFrm3_DTB Animation = CIUFrm3_SKL.CIUFrm3_DTC AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUFrm3_SKL.CIUFrm3_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUFrm3_SKL.CIUFrm3_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUFrm3_SKL.CIUFrm3_ADTE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 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 = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object CarAmbulance ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVAMBLNCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Ambulance EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 15.0 GeometryMinorRadius = 7.0 GeometryHeight = 13.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarAsian1 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVASNCAR1 End ConditionState = REALLYDAMAGED Model = CVASNCAR1_D End ConditionState = RUBBLE Model = CVASNCAR1_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FarmerChickenTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVChkntrk End ConditionState = REALLYDAMAGED Model = CVChkntrk_D End ConditionState = RUBBLE Model = CVChkntrk_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 16.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object FarmerTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFrmrtk End ConditionState = REALLYDAMAGED Model = CVFrmrtk_D End ConditionState = RUBBLE Model = CVFrmrtk_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object SupplyTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSpplyTrk End ConditionState = REALLYDAMAGED Model = CVSpplyTrk_D End ConditionState = RUBBLE Model = CVSpplyTrk_D1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 8.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object ToxicSupplyTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CVToxSpplyTk HideSubObject = BOX04 End ConditionState = REALLYDAMAGED Model = CVToxSpplyTk_D End ConditionState = RUBBLE Model = CVToxSpplyTk_D1 End ConditionState = CARRYING ShowSubObject = BOX04 End ConditionState = REALLYDAMAGED CARRYING Model = CVToxSpplyTk_D ShowSubObject = BOX04 End ConditionState = RUBBLE CARRYING Model = CVToxSpplyTk_D1 ShowSubObject = BOX04 End TrackMarks = EXTireTrack.tga LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyTruck Side = Civilian EditorSorting = VEHICLE TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = ToxinRepository End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End 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 = ChinaSupplyTruckCommandSet ; *** AUDIO Parameters *** ; VoiceSelect = SupplyTruckVoiceSelect ; VoiceMove = SupplyTruckVoiceMove ; VoiceAttack = SupplyTruckVoiceAttack SoundMoveStart = SupplyTruckMoveStart SoundMoveStartDamaged = SupplyTruckMoveStart ; UnitSpecificSounds ; VoiceCreate = SupplyTruckVoiceCreate ; TruckLandingSound = NoSound ; TruckPowerslideSound = NoSound ; VoiceSupply = SupplyTruckVoiceSupply ; VoiceCrush = SupplyTruckVoiceCrush ; VoiceEnter = SupplyTruckVoiceMove ; End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER 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 = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End ExperienceValue = 50 50 50 50 ;Experience point value at each level Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 200 DestructionDelayVariance = 100 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_GLAToxicSupplyTruckDeathEffect End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_GLAToxicSupplyTruck_CrushEffect End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:SMOKE01 RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = FlammableUpdate ModuleTag_09 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; A crushing defeat Behavior = DestroyDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_11 CrateData = SalvageCrateData End Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------- Object CarAsian2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVASNCAR2 End ConditionState = REALLYDAMAGED Model = CVASNCAR2_D End ConditionState = RUBBLE Model = CVASNCAR2_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TractorBackhoe ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist ;Draw = W3DModelDraw ModuleTag_01 Draw = W3DTruckDraw ModuleTag_TruckDraw ConditionState = NONE Model = CVBACKHOE End ConditionState = REALLYDAMAGED Model = CVBACKHOE_D End ConditionState = RUBBLE Model = CVBACKHOE_D1 End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Backhoe EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ;Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ;End ;Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ;End ;Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ;End ;Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ;End ;Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ;End ;Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ;End ;Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ;End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 15.0 GeometryMinorRadius = 8.0 GeometryHeight = 12.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForkliftLarge ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCARGOBM End End ; ***DESIGN parameters *** DisplayName = OBJECT:LargeForklift EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 17.0 GeometryMinorRadius = 5.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AircraftCropDuster ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCDTPLN Animation = CVCDTPLN.CVCDTPLN AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CVCDTPLN_D End ConditionState = RUBBLE Model = CVCDTPLN End End ; ***DESIGN parameters *** DisplayName = OBJECT:CropDuster EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End ; WeaponSet ; Conditions = CARBOMB ; Weapon = PRIMARY SuicideCarBomb ; End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;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 = GenericCommandSet ; *** AUDIO Parameters *** SoundAmbient = CivPropPlaneAmbientLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 16.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AircraftCessna ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCESSNA End ConditionState = REALLYDAMAGED Model = CVCESSNA_D End ConditionState = RUBBLE Model = CVCESSNA_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Cessna EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundAmbient = CivPropPlaneAmbientLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 20.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TruckChicken ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCHKNTRK End End ; ***DESIGN parameters *** DisplayName = OBJECT:ChickenTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 16.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TractorCombine ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCOMBINE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Combine EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarEuroVan1 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVEUROVAN1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04; ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 5.0 GeometryHeight = 13.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarEuroVan2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVEUROVAN2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 5.0 GeometryHeight = 13.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarEuroPoliceVan ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CVEUROVAN3 Animation = CVEUROVAN3.CVEUROVAN3 AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroPoliceVan EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 12.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Firetruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFIRETCK End ConditionState = REALLYDAMAGED Model = CVFIRETCK_D End ConditionState = RUBBLE Model = CVFIRETCK_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:FireTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 23.0 GeometryMinorRadius = 6.0 GeometryHeight = 15.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForkliftSmall ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFKLT End ConditionState = REALLYDAMAGED Model = CVFKLT End ConditionState = RUBBLE Model = CVFKLT End End ; ***DESIGN parameters *** DisplayName = OBJECT:SmallForklift EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicForkLiftLocomotor Locomotor = SET_WANDER BasicForkLiftLocomotor Locomotor = SET_PANIC BasicForkLiftLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TruckFarmer ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFRMRTRK End ConditionState = REALLYDAMAGED Model = CVFRMRTRK_D End ConditionState = RUBBLE Model = CVFRMRTRK_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:FarmerTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatAsianFishing ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVJUNK End ConditionState = REALLYDAMAGED Model = CVJUNK_D End ConditionState = RUBBLE Model = CVJUNK_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianFishingBoat EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 31.0 GeometryMinorRadius = 12.0 GeometryHeight = 12.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TourBus ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTOURBUS End ConditionState = REALLYDAMAGED Model = CVTOURBUS_D End ConditionState = RUBBLE Model = CVTOURBUS_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TourBus EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 27.0 GeometryMinorRadius = 6.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DoubleDeckerTourBus ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVDblBus End ConditionState = REALLYDAMAGED Model = CVDblBus_D End ConditionState = RUBBLE Model = CVDblBus_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TourBus EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; ;CreationList = OCL_DoubleDeckerHull ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_DoubleDeckerHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 27.0 GeometryMinorRadius = 6.0 GeometryHeight = 25.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatFishingTrowler ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTROWLER End End ; ***DESIGN parameters *** DisplayName = OBJECT:FishingTrowler EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 27.0 GeometryMinorRadius = 11.0 GeometryHeight = 13.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TruckWork ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTRUCK End ConditionState = REALLYDAMAGED Model = CVTRUCK_D End ConditionState = RUBBLE Model = CVTRUCK_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:WorkTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 16.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TruckWork2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTRUCK02 End ConditionState = REALLYDAMAGED Model = CVTRUCK02_D End ConditionState = RUBBLE Model = CVTRUCK02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:WorkTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 8.0 GeometryHeight = 13.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatTugboat ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTUGBOAT End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tugboat EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 26.0 GeometryMinorRadius = 14.0 GeometryHeight = 13.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainEngine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCar03 CarriageTemplateName = TrainCar03 CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCab ;CarriageTemplateName = TrainCar01 ;CarriageTemplateName = TrainCar02 ;CarriageTemplateName = TrainCar03 ;CarriageTemplateName = TrainCoal ;CarriageTemplateName = TrainTank ;CarriageTemplateName = CabooseFullOfTerrorists End ;Lorenzen made engine ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_04 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainEngineNoCars ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCar04 CarriageTemplateName = TrainCar04 CarriageTemplateName = TrainCar04 CarriageTemplateName = TrainCar04 CarriageTemplateName = TrainCab ;CarriageTemplateName = TrainCar01 ;CarriageTemplateName = TrainCar02 ;CarriageTemplateName = TrainCar03 ;CarriageTemplateName = TrainCoal ;CarriageTemplateName = TrainTank ;CarriageTemplateName = CabooseFullOfTerrorists End ;Lorenzen made engine ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_04 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainEngineAlpine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCarFlat CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCarFlat CarriageTemplateName = TrainTank CarriageTemplateName = TrainTank CarriageTemplateName = TrainTank CarriageTemplateName = TrainTank CarriageTemplateName = TrainCabUngarrisonable End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainEngine3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCar013 CarriageTemplateName = TrainCar033 CarriageTemplateName = TrainTank3 CarriageTemplateName = TrainCar023 CarriageTemplateName = TrainCab3 ;CarriageTemplateName = TrainCar01 ;CarriageTemplateName = TrainCar02 ;CarriageTemplateName = TrainCar03 ;CarriageTemplateName = TrainCoal ;CarriageTemplateName = TrainTank ;CarriageTemplateName = CabooseFullOfTerrorists End ;Lorenzen made engine ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_04 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;-------------------------------------------------------------------------- Object TrainRocketTransport ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikTransNR End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_TankerTruckExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL 18WheelerLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 112.0 GeometryMinorRadius = 10.0 GeometryHeight = 17.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainEngineVerySlow ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT CAN_ATTACK Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 2 KillSpeedMin = 2 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 0.25 Acceleration = 1.005 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCarFlat CarriageTemplateName = TrainCarRocket End ;THIS SHOULD BE THE ONLY GARRISONABLE ENGINE Behavior = GarrisonContain ModuleTag_04 ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% MobileGarrison = Yes End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCarFlat ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikFlat End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 32 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCarRocket ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikRCar End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 43.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainRocketTransportWithRocket ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikTrans End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_TankerTruckExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL 18WheelerLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 118.0 GeometryMinorRadius = 12.0 GeometryHeight = 30.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainCar01 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar02 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar03 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_09 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar04 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;THIS IS THE ONLY TRAIN CARRIAGE THAT SHOULD BE GARRISONABLE (NOT ANYMORE) Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY VEHICLE HUGE_VEHICLE MobileGarrison = Yes InitialRoster = GLAInfantryTerrorist 0 End ;Behavior = TransportContain ModuleTag_08 ; Slots = 8 ; DamagePercentToUnits = 100% ; AllowInsideKindOf = INFANTRY VEHICLE HUGE_VEHICLE ; ExitDelay = 10 ;100 ; NumberOfExitPaths = 1 ;End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_09 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCab ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCab Animation = CVTrnCab.CVTrnCab AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCabUngarrisonable ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCab Animation = CVTrnCab.CVTrnCab AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCoal ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCoal End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_06 DeathFX = FX_RailroadCoalCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainTank ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnTank End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadTankCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar013 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar023 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar033 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCab3 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCab Animation = CVTrnCab.CVTrnCab AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCoal3 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCoal End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_06 DeathFX = FX_RailroadCoalCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainTank3 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnTank End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadTankCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CabooseFullOfTerrorists ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCab Animation = CVTrnCab.CVTrnCab AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;THIS IS THE ONLY TRAIN CARRIAGE THAT SHOULD BE GARRISONABLE Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% MobileGarrison = Yes InitialRoster = GLAInfantryTerrorist 10 End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = FXListDie ModuleTag_06 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Rickshaw ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cvrksh_SKN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_IDL AnimationMode = ONCE End ConditionState = MOVING Animation = cvrksh_SKL.cvrksh_WAL AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = cvrksh_SKL.cvrksh_DEA AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:GenericMale EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConstructionCraneCementBucket ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCstcn End ConditionState = REALLYDAMAGED Model = CVCstcn_D End ConditionState = RUBBLE Model = CVCstcn_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Scooter ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cvsctr_SKN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_IDL AnimationMode = ONCE End ConditionState = MOVING Animation = cvsctr_SKL.cvsctr_WAL AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = cvsctr_SKL.cvsctr_DEA AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:GenericMale EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CargoCrane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCargobrn End ConditionState = REALLYDAMAGED Model = CVCargobrn_D End ConditionState = RUBBLE Model = CVCargobrn_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CommercialAirliner ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVAirplane End ConditionState = REALLYDAMAGED Model = CVAirplane_D End ConditionState = RUBBLE Model = CVAirplane_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Cessna EditorSorting = VEHICLE ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS VEHICLE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL B52Locomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 500.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tractor ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist ;Draw = W3DModelDraw ModuleTag_01 Draw = W3DTruckDraw ModuleTag_TruckDraw ConditionState = NONE Model = CVTractor End ConditionState = REALLYDAMAGED Model = CVTractor_D End ConditionState = RUBBLE Model = CVTractor_D End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Backhoe EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object OxPlow ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cvoxpl_SKN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_IDL AnimationMode = ONCE End ConditionState = MOVING Animation = cvoxpl_SKL.cvoxpl_WAL AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = cvoxpl_SKL.cvoxpl_DEA AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Backhoe EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundAmbient = CowAmbience ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL ;End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object HorseDrawnCart ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CVHRSE_SKN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_IDL AnimationMode = ONCE End ConditionState = MOVING Animation = CVHRSE_SKL.CVHRSE_WAL AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CVHRSE_SKL.CVHRSE_DEA AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Cart EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainCoalOrnament ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCoal End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadCoalCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainTankOrnament ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnTank End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FXListDie ModuleTag_04 DeathFX = FX_RailroadTankCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AvalancheChunk ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXSnow01 End ConditionState = POST_COLLAPSE MOVING FREEFALL ParticleSysBone = none AvalancheMistLight End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = IGNORED_IN_GUI Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ArmorSet Armor = AvalancheArmor End Behavior = TensileFormationUpdate ModuleTag_06 Enabled = No ; Any hurt to any member of the formation will enable them all CrackSound = AvalancheCrack End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_03 StartsActive = Yes ContinuousWeaponDamaged = AvalancheWeapon ContinuousWeaponReallyDamaged = AvalancheWeapon End Geometry = CYLINDER GeometryIsSmall = No GeometryMajorRadius = 30.0 GeometryHeight = 20.0 Shadow = NONE ShadowSizeX = 1; ShadowSizeY = 1; ShadowTexture = None; End ;------------------------------------------------------------------------------ Object AvalancheLeadChunk ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXSnow01 End ConditionState = POST_COLLAPSE ParticleSysBone = none AvalancheMistLight End ConditionState = POST_COLLAPSE MOVING ParticleSysBone = none AvalancheMistMedium End ConditionState = POST_COLLAPSE MOVING FREEFALL ParticleSysBone = none AvalancheMistHeavy End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = IGNORED_IN_GUI Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ArmorSet Armor = AvalancheArmor End Behavior = TensileFormationUpdate ModuleTag_06 Enabled = No ; Damage condition amt ofhurt to any member of the formation will enable them all CrackSound = AvalancheCrack End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_07 StartsActive = Yes ContinuousWeaponDamaged = AvalancheWeapon ContinuousWeaponReallyDamaged = AvalancheWeapon End Geometry = CYLINDER GeometryIsSmall = No GeometryMajorRadius = 30.0 GeometryHeight = 20.0 Shadow = NONE ShadowSizeX = 1; ShadowSizeY = 1; ShadowTexture = None; End ;------------------------------------------------------------------------------ ; an invisible object that exists solely for the Battleship to target. Object 300MeterShroudClearObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = None End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = None End VisionRange = 300 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = IMMOBILE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End Geometry = SPHERE GeometryMajorRadius = 10.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ ; ************************ Cinematic-only unit ******************************** Object CINE_TrainEngine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;sParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCar03 CarriageTemplateName = TrainCar03 CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCab ;CarriageTemplateName = TrainCar01 ;CarriageTemplateName = TrainCar02 ;CarriageTemplateName = TrainCar03 ;CarriageTemplateName = TrainCoal ;CarriageTemplateName = TrainTank ;CarriageTemplateName = CabooseFullOfTerrorists End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_04 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ; ************************ Cinematic-only unit ******************************** Object CINE_TrainCarFlat ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikFlat End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 32 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ; ************************ Cinematic-only unit ******************************** Object CINE_TrainCarRocket ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVRCarCINE End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 43.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object GenericMale02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CINMCIV01_SKN IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0 30 IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDA IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDB IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDC IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDD AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CINMCIV01_SKL.CINMCIV01_PKA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CINMCIV01_SKL.CINMCIV01_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CINMCIV01_SKL.CINMCIV01_DTA Animation = CINMCIV01_SKL.CINMCIV01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CINMCIV01_SKL.CINMCIV01_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CINMCIV01_SKL.CINMCIV01_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CINMCIV01_SKL.CINMCIV01_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object GenericFemale02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CINFCIV01_SKN IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0 30 IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDA IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDB IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDC IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDD AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CINFCIV01_SKL.CINFCIV01_PKA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CINFCIV01_SKL.CINFCIV01_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CINFCIV01_SKL.CINFCIV01_DTA Animation = CINFCIV01_SKL.CINFCIV01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CINFCIV01_SKL.CINFCIV01_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CINFCIV01_SKL.CINFCIV01_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CINFCIV01_SKL.CINFCIV01_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaFemaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireFemale OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinFemale OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;******************************* Cinematic Unit Only ************************** Object CINE_CheeringGenericMale02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CINMCIV01_SKN IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0 30 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CINMCIV01_SKL.CINMCIV01_PKA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CINMCIV01_SKL.CINMCIV01_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CINMCIV01_SKL.CINMCIV01_DTA Animation = CINMCIV01_SKL.CINMCIV01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CINMCIV01_SKL.CINMCIV01_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CINMCIV01_SKL.CINMCIV01_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CINMCIV01_SKL.CINMCIV01_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;******************************* Cinematic Unit Only ************************** Object CINE_CheeringGenericFemale02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CINFCIV01_SKN IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0 30 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CINFCIV01_SKL.CINFCIV01_PKA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CINFCIV01_SKL.CINFCIV01_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CINFCIV01_SKL.CINFCIV01_DTA Animation = CINFCIV01_SKL.CINFCIV01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CINFCIV01_SKL.CINFCIV01_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CINFCIV01_SKL.CINFCIV01_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CINFCIV01_SKL.CINFCIV01_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaFemaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Object CINE_Humvee ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CVHUMVEE Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = CVHUMVEE_D Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = RUBBLE Model = CVHUMVEE_D End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** Side = Civilian DisplayName = OBJECT:HumVee EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200 WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CommandSet = AmericaVehicleHumveeCommandSet ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound TurretMoveLoop = NoSound SoundEject = NoSound VoiceEject = NoSound ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CINE_HumveeLocomotor Locomotor = SET_WANDER WanderCarSuspensionLocomotor Locomotor = SET_PANIC PanicCarSuspensionLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 30.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 20% AllowInsideKindOf = INFANTRY End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 FX = INITIAL FX_HumveeExplosionOneInitial OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_HumveeExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ;***CUT*** ;Cinematics and civ units don't want to spawn rangers and pilots! ;Behavior = CreateObjectDie ModuleTag_SoloChange ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ;End ; ;Behavior = EjectPilotDie ModuleTag_11 ; DeathTypes = ALL -CRUSHED -SPLATTED ; ExemptStatus = HIJACKED ; CreationList = OCL_EjectPilotOnGround ;End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Object CINE_ConvoyTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CINE_ConvNuke End ConditionState = LOADED Model = CINE_ConvNuke End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY ;Lorenzen disabled transport on 12/16, please do not restore ; Behavior = TransportContain ModuleTag_TransportContain ; Slots = 8 ; AllowInsideKindOf = INFANTRY; VEHICLE ; End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL CINE_ConvoyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 1 GeometryMinorRadius = 1 GeometryHeight = 1 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Object CINE_PoliceCar ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DPoliceCarDraw ModuleTag_01 DefaultConditionState Model = CVPoliceCar2 Animation = CVPoliceCar2.CVPoliceCar2 AnimationMode = LOOP End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVPoliceCar_d End ConditionState = BACKCRUSHED Model = CVPoliceCar_d2 End ConditionState = FRONTCRUSHED Model = CVPoliceCar_d1 End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire04 LeftRearTireBone = Tire03 RightRearTireBone = Tire05 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:PoliceCar EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = DozerArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart SoundAmbient = PoliceCarSirenLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_PoliceCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_PoliceCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Locomotor = SET_NORMAL CINE_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;********************** Cinematic-only unit *********************************** Object CINE_CarLimo3 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVLimo3 End ConditionState = REALLYDAMAGED Model = CVLimo3_D End ConditionState = RUBBLE Model = CVLimo3_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet WeaponSet Conditions = None Weapon = PRIMARY None End Behavior = TransportContain ModuleTag_02 Slots = 5 End TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 800.0 InitialHealth = 800.0 End Behavior = DestroyDie ModuleTag_04 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_LimoExplode End Behavior = FXListDie ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_LimoExplode End ; Behavior = CreateObjectDie ;; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL CINE_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;*************************** Cinematic-only unit ****************************** Object CINE_TankerTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVTankerCN End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:TankerTruck EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End 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 = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart SoundAmbient = BaikonurTruckMoveLoop UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Object CINE_ConvoyTruckArmedWithNuke ; *** ART Parameters *** SelectPortrait = SSConvoy_L ButtonImage = SSConvoy_L Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVConvoy End ConditionState = LOADED Model = NVConvoy End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 ;CabBone = CAB ;TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 ;MidRightFrontTireBone = Tire03 ;MidLeftFrontTireBone = Tire04 ;MidRightMidTireBone = Tire05 ;MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 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 = CivilianTransportWithNukeCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 30.0 End Behavior = OCLSpecialPower ModuleTag_08 SpecialPowerTemplate = SuperweaponDetonateDirtyNuke OCL = SUPERWEAPON_DetonateDirtyNuke CreateLocation = USE_OWNER_OBJECT End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 20.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Object CINE_CarTaxiCab01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVTaxi01_d End ConditionState = BACKCRUSHED Model = CVTaxi01_d2 End ConditionState = FRONTCRUSHED Model = CVTaxi01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL CINE_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Object CINE_CarTaxiCab02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL CINE_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Object CINE_CheeringGenericMale01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIAMan01_SKN IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0 30 IdleAnimation = CIAMan01_SKL.CIAMan01_CHA IdleAnimation = CIAMan01_SKL.CIAMan01_CHA AnimationMode = ONCE End ConditionState = MOVING Animation = CIAMan01_SKL.CIAMan01_WKA 30 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIAMan01_SKL.CIAMan01_RNA 35 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIAMan01_SKL.CIAMan01_DTA Animation = CIAMan01_SKL.CIAMan01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIAMan01_SKL.CIAMan01_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIAMan01_SKL.CIAMan01_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIAMan01_SKL.CIAMan01_ADTD3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:GenericMale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SquishCollide ModuleTag_06 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabMaleDie 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_CivilianArabMaleDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Object CINE_CheeringGenericFemale01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIAFem01_SKN IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0 30 IdleAnimation = CIAFem01_SKL.CIAFem01_CHA IdleAnimation = CIAFem01_SKL.CIAFem01_CHA AnimationMode = ONCE End ConditionState = MOVING Animation = CIAFem01_SKL.CIAFem01_WKA 25 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIAFem01_SKL.CIAFem01_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIAFem01_SKL.CIAFem01_DTA Animation = CIAFem01_SKL.CIAFem01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIAFem01_SKL.CIAFem01_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIAFem01_SKL.CIAFem01_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIAFem01_SKL.CIAFem01_ADTE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:GenericFemale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_CivilianArabFemaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Object CINE_CheeringAsianFarmer3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUFrm3_SKN IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0 30 IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB AnimationMode = ONCE End ConditionState = MOVING Animation = CIUFrm3_SKL.CIUFrm3_WKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIUFrm3_SKL.CIUFrm3_PKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIUFrm3_SKL.CIUFrm3_DTA Animation = CIUFrm3_SKL.CIUFrm3_DTB Animation = CIUFrm3_SKL.CIUFrm3_DTC AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUFrm3_SKL.CIUFrm3_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUFrm3_SKL.CIUFrm3_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUFrm3_SKL.CIUFrm3_ADTE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA DeathFX = FX_CivilianChinaMaleDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End Behavior = PoisonedBehavior ModuleTag_09 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 Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object RocketBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = CV8BombCN Animation = CV8BombCN.CV8BombCN AnimationMode = ONCE ParticleSysBone = SmokeM01 WarheadTrail02 ParticleSysBone = SmokeS01 WarheadTrail ParticleSysBone = SmokeS02 WarheadTrail ParticleSysBone = SmokeS03 WarheadTrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:RocketBomb Side = Civilian EditorSorting = VEHICLE KindOf = IMMOBILE ;; ***AUDIO parameters *** ;SoundAmbient = ChinaNightClubLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object RocketDrop ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = CV8DropCN Animation = CV8DropCN.CV8DropCN AnimationMode = ONCE ParticleSysBone = SmokeS02 WarheadTrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:RocketDrop Side = Civilian EditorSorting = VEHICLE KindOf = IMMOBILE ;; ***AUDIO parameters *** ;SoundAmbient = ChinaNightClubLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CINE_U05_AmericaVehicleHumveeXYZ ; *** ART Parameters *** SelectPortrait = SAHummer_L ButtonImage = SAHummer UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaTOWMissile UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaHellfireDrone Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVHUMMER Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = AVHUMMER_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER_d Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End TrackMarks = EXTireTrack.tga Dust = CINE_U05_RocketBuggyDust DirtSpray = CINE_U05_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 = 1.25 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Humvee Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeapon Weapon = TERTIARY HumveeMissileWeaponAir PreferredAgainst = TERTIARY AIRCRAFT End ArmorSet Conditions = None Armor = HumveeArmor DamageFX = TruckDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 320 Prerequisites Object = AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;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 = AmericaVehicleHumveeCommandSet ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = HumveeVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = HumveeVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = HumveeVoiceUnload VoiceEnter = HumveeVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 200000.0 InitialHealth = 200000.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL CINE_U05_HumveeLocomotorXYZ Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaTOWMissile End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 ;OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal ;OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; This is commented out per hotlist request 10/9 ML ; Behavior = CreateObjectDie ModuleTag_15 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ; End Behavior = EjectPilotDie ModuleTag_16 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED ; The following added out per hotlist request 10/9 as above ML VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 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 = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CINE_U05_AmericaVehicleHumvee ; *** ART Parameters *** SelectPortrait = SAHummer_L ButtonImage = SAHummer UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaTOWMissile UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaHellfireDrone Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVHUMMER Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = AVHUMMER_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER_d Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End TrackMarks = EXTireTrack.tga Dust = CINE_U05_RocketBuggyDust DirtSpray = CINE_U05_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 = 1.25 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Humvee Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeapon Weapon = TERTIARY HumveeMissileWeaponAir PreferredAgainst = TERTIARY AIRCRAFT End ArmorSet Conditions = None Armor = HumveeArmor DamageFX = TruckDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 320 Prerequisites Object = AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;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 = AmericaVehicleHumveeCommandSet ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = HumveeVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = HumveeVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = HumveeVoiceUnload VoiceEnter = HumveeVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 200000.0 InitialHealth = 200000.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL CINE_U05_HumveeLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaTOWMissile End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 ;OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal ;OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; This is commented out per hotlist request 10/9 ML ; Behavior = CreateObjectDie ModuleTag_15 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ; End Behavior = EjectPilotDie ModuleTag_16 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED ; The following added out per hotlist request 10/9 as above ML VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 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 = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CINE_U05_AmericaVehicleHumvee_BRAKE ; *** ART Parameters *** SelectPortrait = SAHummer_L ButtonImage = SAHummer UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaTOWMissile UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaHellfireDrone Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVHUMMER Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = AVHUMMER_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER_d Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End TrackMarks = EXTireTrack.tga Dust = CINE_U05_RocketBuggyDust DirtSpray = CINE_U05_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 = 1.25 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Humvee Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeapon Weapon = TERTIARY HumveeMissileWeaponAir PreferredAgainst = TERTIARY AIRCRAFT End ArmorSet Conditions = None Armor = HumveeArmor DamageFX = TruckDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 320 Prerequisites Object = AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;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 = AmericaVehicleHumveeCommandSet ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = HumveeVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = HumveeVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = HumveeVoiceUnload VoiceEnter = HumveeVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 200000.0 InitialHealth = 200000.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL CINE_U05_HumveeLocomotor_BRAKE Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaTOWMissile End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 ;OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal ;OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; This is commented out per hotlist request 10/9 ML ; Behavior = CreateObjectDie ModuleTag_15 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ; End Behavior = EjectPilotDie ModuleTag_16 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED ; The following added out per hotlist request 10/9 as above ML VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 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 = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CINE_U05_AmericaVehicleHumvee_Hulk ; *** ART Parameters *** SelectPortrait = SAHummer_L ButtonImage = SAHummer UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaTOWMissile UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaHellfireDrone Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVHUMMER Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = AVHUMMER_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER_d Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End TrackMarks = EXTireTrack.tga Dust = CINE_U05_RocketBuggyDust DirtSpray = CINE_U05_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 = 1.25 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Humvee Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeapon Weapon = TERTIARY HumveeMissileWeaponAir PreferredAgainst = TERTIARY AIRCRAFT End ArmorSet Conditions = None Armor = HumveeArmor DamageFX = TruckDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 320 Prerequisites Object = AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;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 = AmericaVehicleHumveeCommandSet ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = HumveeVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = HumveeVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = HumveeVoiceUnload VoiceEnter = HumveeVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100000.0 InitialHealth = 100000.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL CINE_U05_HumveeLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaTOWMissile End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; This is commented out per hotlist request 10/9 ML ; Behavior = CreateObjectDie ModuleTag_15 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ; End Behavior = EjectPilotDie ModuleTag_16 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED ; The following added out per hotlist request 10/9 as above ML VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 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 = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CarSUV01Nuke ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSUV01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSUV01_d End ConditionState = BACKCRUSHED Model = CVSUV01_d2 End ConditionState = FRONTCRUSHED Model = CVSUV01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SUV EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY CINEConvoyNuke End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;*********************** Cinematic Only Unit*********************************** Object CINE_TreeBirds ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CINE_TreeBirds Animation = CINE_TreeBirds.CINE_TreeBirds AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:CINE_TreeBirds Side = Civilian EditorSorting = VEHICLE KindOf = IMMOBILE ;; ***AUDIO parameters *** ;SoundAmbient = ChinaNightClubLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End ;--------------------------------------------- ;*********************** Cinematic Only Unit*********************************** Object CINE_SnowyMountainStatic ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ReceivesDynamicLights = No DefaultConditionState Model = AvMnt_A End End ; ***DESIGN parameters *** DisplayName = OBJECT:CINE_SnowyMountainStatic Side = Civilian EditorSorting = VEHICLE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End End ;--------------------------------------------- ;*********************** Cinematic Only Unit*********************************** Object CINE_SnowyMountainScrollingSnow ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ParticlesAttachedToAnimatedBones = Yes ReceivesDynamicLights = No DefaultConditionState Model = AvMnt_B Animation = AvMnt_B.AvMnt_B AnimationMode = LOOP ParticleSysBone = Smoke01 BuildingSnowDust ParticleSysBone = Smoke02 BuildingSnowDust ParticleSysBone = Smoke03 BuildingSnowDust ParticleSysBone = Smoke04 BuildingSnowDust End End ; ***DESIGN parameters *** DisplayName = OBJECT:CINE_SnowyMountainScrollingSnow Side = Civilian EditorSorting = VEHICLE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End End ;------------------------------Cinematic Only----------------------------- Object CINE_SnowyMountainParticleBones ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ReceivesDynamicLights = No ConditionState = NONE Model = AvMnt_C Animation = AvMnt_C.AvMnt_C AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = SKYBONE Starburst End ConditionState = DOOR_1_OPENING Model = AvMnt_C Animation = AvMnt_C.AvMnt_C AnimationMode = ONCE ParticleSysBone = BONEB9 AvalancheSnowDebris ParticleSysBone = BONEB9 AvalancheDebrisSnow ParticleSysBone = BONEB10 AvalancheCloud1 ParticleSysBone = BONEB10 AvalancheDebrisSnow1 ParticleSysBone = BONED10 AvalancheCloud2 ParticleSysBone = BONEB13 AvalancheCloud1 ParticleSysBone = BONEB13 AvalancheSnowDebris ParticleSysBone = BONEB15 AvalancheCloud1 ParticleSysBone = BONEB15 AvalancheDebrisSnow1 ParticleSysBone = BONED15 AvalancheDebrisSnow1 ParticleSysBone = BONED15 AvalancheCloud2 ParticleSysBone = BONEB15 AvalancheSnowDebris ParticleSysBone = BONEB15 AvalancheFrontEdge ParticleSysBone = BONEB16 AvalancheCloud1 ParticleSysBone = BONEB16 AvalancheSnowDebris ParticleSysBone = BONEB17 AvalancheSnowDebris1 ParticleSysBone = BONEB22 AvalancheCloud1 ParticleSysBone = BONEW6 AvalancheCloud1 ParticleSysBone = BONEW6 AvalancheDebrisSnow1 ParticleSysBone = BONED6 AvalancheDebrisSnow1 ParticleSysBone = BONED6 AvalancheCloud2 ParticleSysBone = BONEW6 AvalancheSnowDebris ParticleSysBone = BONEW6 AvalancheFrontEdge ParticleSysBone = BONEW8 AvalancheSnowDebris ParticleSysBone = BONEW12 AvalancheSnowDebris1 ParticleSysBone = BONEW14 AvalancheCloud1 ParticleSysBone = BONEW14 AvalancheSnowDebris ParticleSysBone = BONEW14 AvalancheFrontEdge ParticleSysBone = BONEW14 AvalancheDebrisSnow ParticleSysBone = BONEW18 AvalancheSnowDebris1 ParticleSysBone = BONEW19 AvalancheSnowDebris1 ParticleSysBone = BONEW20 AvalancheCloud1 ParticleSysBone = BONEW20 AvalancheSnowDebris ParticleSysBone = BONEW20 AvalancheDebrisSnow ParticleSysBone = BONEW23 AvalancheCloud1 ParticleSysBone = BONEW27 AvalancheDebrisSnow ParticleSysBone = FIREBONE AvalancheExplosionArms ParticleSysBone = SKYBONE Starburst ParticleSysBone = FIREBONE AvalancheExplosionShockwave ParticleSysBone = FIREBONE AvalncheExplosionDebris ParticleSysBone = crackDust AvalancheCrackSnowDust ParticleSysBone = crackDust avalancheCrackSnowDebris End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:CINE_SnowyMountainParticleBones EditorSorting = VEHICLE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** ; SoundAmbient = Cin_BaikonurRocketAmbientLoop ; SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 46.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = None End