This commit is contained in:
KiritsuguTG 2022-02-14 13:43:02 +08:00
commit 5c46d84ca4
264 changed files with 245671 additions and 0 deletions

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repository "default@local"
path "/"
br "/main"
co "/main"

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yukitsuki
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<Tags />
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<AttributeModifier
id="AttributeModifier_NOT_KNOCKBACK"
Category="NONE"
StackingLimit="1"
ObjectStatusToSet="HERO_INFANTRY NO_BRIBE IMMUNE_TO_BARK"
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<Tags></Tags>
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<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
<Include
type="instance"
source="ART:ShadowI.xml" />
<Include
type="instance"
source="BaseObject.xml" />
</Includes>
<GameObject
id="BaseCivilian"
inheritFrom="BaseObject"
Side="Civilian"
EditorSorting="UNIT"
RadarPriority="UNIT"
ThreatLevel="10"
ProductionQueueType="INFANTRY"
UnitCategory="INFANTRY"
WeaponCategory="GUN"
TransportSlotCount="0"
CommandSet="EmptyCommandSet"
KindOf="NO_COLLIDE NOT_AUTOACQUIRABLE UNATTACKABLE CIVILIAN_UNIT MOVE_FOR_NOONE"
CampnessValue="=$CAMPNESS_TECH_BUILDING" >
<ArmorSet
Armor="NoArmor"
DamageFX="InfantryDamageFX" />
<LocomotorSet
Locomotor="HumanLocomotor"
Condition="NORMAL"
Speed="17.0" />
<LocomotorSet
Locomotor="HumanLocomotor"
Condition="PANIC"
Speed="75.0" />
<Behaviors>
<Physics
id="ModuleTag_Physics" />
<!-- Civilians aren't allowed to be seen dying
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="2.4"
DestructionDelay="8s">
<DieMuxData
DeathTypes="ALL" />
</SlowDeath>
-->
<DestroyDie
id="ModuleTag_DestroyDie">
<DieMuxData DeathTypes="ALL"/>
</DestroyDie>
<AttributeModifierPoolUpdate
id="DefaultAttributeModifierPoolUpdate"/>
<SquishCollide
id ="DefaultSquishCollide"/>
</Behaviors>
<AI>
<AnimalAIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="NO"
FleeRadius="300"
InitialFleeBlindlyRadius="75"
FleeUpdateTimer="0.8s"
WanderUpdateTimer="1.0s"
WanderPercentage="25"
Radius="30"
MinDistance="15"
MaxDistance="50"/>
</AI>
<Body>
<ActiveBody
id="DefaultBody"
MaxHealth="200.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="CYLINDER"
MajorRadius="1.0"
Height="13.0"/>
</Geometry>
<ShadowInfo
Type="DECAL"
SizeX="14"
SizeY="14"
Texture="ShadowI" />
<VisionInfo
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ShroudClearingRange="0" />
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<!-- 升级设置 -->
<ExperienceLevelTemplate
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<LevelUpTintColor r="1.0" g="1.0" b="1.0" />
</ExperienceLevelTemplate>
<ExperienceLevelTemplate
id="ExperienceLevel_Rank1"
inheritFrom="ExperienceLevel_Base"
Rank="1" />
<ExperienceLevelTemplate
id="ExperienceLevel_Rank2"
inheritFrom="ExperienceLevel_Base"
ModelConditionState="SPECIAL_CHEERING"
Rank="2">
<LevelUpFxList
FxList="FX_LevelUp01" />
<Upgrade>Upgrade_Veterancy_VETERAN</Upgrade>
<AttributeModifier>Unit_Veteran</AttributeModifier>
</ExperienceLevelTemplate>
<ExperienceLevelTemplate
id="ExperienceLevel_Rank3"
inheritFrom="ExperienceLevel_Base"
ModelConditionState="SPECIAL_CHEERING"
Rank="3">
<LevelUpFxList
FxList="FX_LevelUp02" />
<Upgrade>Upgrade_Veterancy_ELITE</Upgrade>
<AttributeModifier>Unit_Elite</AttributeModifier>
</ExperienceLevelTemplate>
<ExperienceLevelTemplate
id="ExperienceLevel_Rank4"
inheritFrom="ExperienceLevel_Base"
ModelConditionState="SPECIAL_CHEERING"
Rank="4">
<LevelUpFxList
FxList="FX_LevelUp03" />
<Upgrade>Upgrade_Veterancy_HEROIC</Upgrade>
<AttributeModifier>Unit_Heroic</AttributeModifier>
</ExperienceLevelTemplate>
<!-- 升级设置结束 -->
<!-- GDI 升级设置 -->
<ExperienceLevelTemplate
id="ExperienceLevel_GDIRank1"
inheritFrom="ExperienceLevel_Rank1" />
<ExperienceLevelTemplate
id="ExperienceLevel_GDIRank2"
inheritFrom="ExperienceLevel_Rank2" />
<ExperienceLevelTemplate
id="ExperienceLevel_GDIRank3"
inheritFrom="ExperienceLevel_Rank3" />
<ExperienceLevelTemplate
id="ExperienceLevel_GDIRank4"
inheritFrom="ExperienceLevel_Rank4" />
<!-- GDI 升级设置结束 -->
<!-- NOD 升级设置 -->
<ExperienceLevelTemplate
id="ExperienceLevel_NODRank1"
inheritFrom="ExperienceLevel_Rank1" />
<ExperienceLevelTemplate
id="ExperienceLevel_NODRank2"
inheritFrom="ExperienceLevel_Rank2" />
<ExperienceLevelTemplate
id="ExperienceLevel_NODRank3"
inheritFrom="ExperienceLevel_Rank3" />
<ExperienceLevelTemplate
id="ExperienceLevel_NODRank4"
inheritFrom="ExperienceLevel_Rank4" />
<!-- NOD 升级设置结束 -->
<!-- 思金 升级设置 -->
<ExperienceLevelTemplate
id="ExperienceLevel_AlienRank1"
inheritFrom="ExperienceLevel_Rank1" />
<ExperienceLevelTemplate
id="ExperienceLevel_AlienRank2"
inheritFrom="ExperienceLevel_Rank2" />
<ExperienceLevelTemplate
id="ExperienceLevel_AlienRank3"
inheritFrom="ExperienceLevel_Rank3" />
<ExperienceLevelTemplate
id="ExperienceLevel_AlienRank4"
inheritFrom="ExperienceLevel_Rank4" />
<!-- 思金 升级设置结束 -->
<!-- RA3 升级设置 -->
<ExperienceLevelTemplate
id="ExperienceLevel_AlliedRank1"
inheritFrom="ExperienceLevel_Rank1" />
<ExperienceLevelTemplate
id="ExperienceLevel_AlliedRank2"
inheritFrom="ExperienceLevel_Rank2" />
<ExperienceLevelTemplate
id="ExperienceLevel_AlliedRank3"
inheritFrom="ExperienceLevel_Rank3" />
<ExperienceLevelTemplate
id="ExperienceLevel_AlliedRank4"
inheritFrom="ExperienceLevel_Rank4" />
<ExperienceLevelTemplate
id="ExperienceLevel_SovietRank1"
inheritFrom="ExperienceLevel_Rank1" />
<ExperienceLevelTemplate
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inheritFrom="ExperienceLevel_Rank2" />
<ExperienceLevelTemplate
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<ExperienceLevelTemplate
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inheritFrom="ExperienceLevel_Rank4" />
<ExperienceLevelTemplate
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inheritFrom="ExperienceLevel_Rank1" />
<ExperienceLevelTemplate
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inheritFrom="ExperienceLevel_Rank2" />
<ExperienceLevelTemplate
id="ExperienceLevel_JapanRank3"
inheritFrom="ExperienceLevel_Rank3" />
<ExperienceLevelTemplate
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SizeY="30"
OverrideLODVisibility="true"
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UseHouseColor="true"
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<Include
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<Include
type="instance"
source="BaseObject.xml" />
<Include
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<Include
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<Include
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<Include
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<GameObject
id="BaseInfantry"
inheritFrom="BaseObject"
RadarPriority="UNIT"
TransportSlotCount="1"
ProductionQueueType="INFANTRY"
HealthBoxHeightOffset="20"
UnitCategory="INFANTRY"
CommandPoints="1"
EvaEventSecondDamageFarFromFirstScanRange="600"
VoiceSelectUnderFireTimeout="10s"
VoiceSelectUnderFireDamageTime="3s"
>
<ArmorSet
Armor="CryoBeamFrozenArmor"
DamageFX="VehicleDamageFX"
Conditions="SECONDARY_DAMAGE"
/>
<Behaviors>
<AttributeModifierPoolUpdate
id="DefaultAttributeModifierPoolUpdate"/>
<SquishCollide
id ="DefaultSquishCollide"/>
<CrushDie
id="ModuleTAg_CrushDie">
<DieMuxData
DeathTypes="CRUSHED" />
</CrushDie>
<StancesBehavior
id="ModuleTag_Stance"
StanceTemplate="Generic" />
<!-- handles being killed when frozen. -->
<!-- <FXListBehavior
id="ModuleTag_FrozenDeathFX">
<DieMuxData
DeathTypes="ALL"
RequiredStatus="UNDER_FROZEN"/>
<Event
Index="onDeath"
FX="FX_AlliedTankGun" />
</FXListBehavior>-->
<DestroyDie
id="ModuleTag_FrozenDie">
<DieMuxData
DeathTypes="ALL"
RequiredStatus="UNDER_FROZEN"/>
</DestroyDie>
<CreateObjectDie
id="ModuleTag_CreateFrozenObjectDie"
CreationList="InfantryShatter_OCL">
<DieMuxData
DeathTypes="ALL"
RequiredStatus="UNDER_FROZEN"/>
</CreateObjectDie>
<!-- end of frozen death modules -->
<FXListBehavior
id="SquishedFXPlayer">
<DieMuxData
DeathTypes="CRUSHED" />
<Event
Index="onDeath"
FX="FX_InfantrySquished" />
</FXListBehavior>
<FireWeaponWhenDead
id="ModuleTag_CatalystDeathWeapon"
InitiallyActive="true"
DeathWeapon="CatalystInfantryDeathWeapon"
ContinueToBezierDestination="false"
UseMyKillerAsWeaponSource="true">
<DieMuxData DeathTypes="CATALYST" />
</FireWeaponWhenDead>
<AutoHealBehavior
id="Upgrade_HeroicHeal"
InitiallyActive="false"
HealOnlyIfNotInCombat="false"
HealOnlyIfNotUnderAttack="false"
StartHealingDelay="1s"
HealingAmount="1"
HealingDelay=".5s">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</AutoHealBehavior>
<SecondaryDamageTracker
id="ModuleTag_SecondaryDamageTracker"
UpdateDuration="1s"
DissipateAmount="25"
MaxDamageClampScaler="=$MAX_SECONDARY_DAMAGE_SCALER">
<Color R="1.0" G="1.0" B="1.75"/>
<EffectInfo
Fraction="0.2"
AttributeModifier="AttributeModifer_CryoBeam_02"
/>
<EffectInfo
Fraction="0.4"
AttributeModifier="AttributeModifer_CryoBeam_04"
/>
<EffectInfo
Fraction="0.6"
AttributeModifier="AttributeModifer_CryoBeam_06"
/>
<EffectInfo
Fraction="0.8"
AttributeModifier="AttributeModifer_CryoBeam_08"
/>
<EffectInfo
Fraction="1.0"
SetUpgradedArmor="true"
OnEnterDisable="true"
OnEnterCancelSpecialAbilities="true"
AttributeModifier="AttributeModifer_CryoBeam_10"
/>
</SecondaryDamageTracker>
<RunOffMapBehavior
id="ModuleTag_RunOffMapBehavior"
RequiresSpecificTrigger="true"
RunOffMapWaypointName="RunOffMap"
/>
<LevelUpUpgrade
id="ModuleTag_LevelUpUpgrade_Veteran"
LevelCap="4"
LevelsToGain="1">
<TriggeredBy>Upgrade_CreationVeterancy_VETERAN</TriggeredBy>
</LevelUpUpgrade>
<LevelUpUpgrade
id="ModuleTag_LevelUpUpgrade_Elite"
LevelCap="4"
LevelsToGain="1">
<TriggeredBy>Upgrade_CreationVeterancy_ELITE</TriggeredBy>
</LevelUpUpgrade>
<LevelUpUpgrade
id="ModuleTag_LevelUpUpgrade_Heroic"
LevelCap="4"
LevelsToGain="1">
<TriggeredBy>Upgrade_CreationVeterancy_HEROIC</TriggeredBy>
</LevelUpUpgrade>
<SuppressionUpdate
id="ModuleTag_SuppressionUpdate"
UpdateDelay="1s"
Suppressability="50"
SuppressionDuration="5s"
AttributeModifierSuppressed="Modifier_Test_Suppression"
AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
<!-- for use on objects that don't have Dynamics
but that still may fall out of the sky on death
Positive initial velocity means infantry will jump a little before falling -->
<FreefallUpdate
id="ModuleTag_FreefallUpdate"
ModelConditionsToSet="STUNNED_FLAILING"
InitialVelocity="5"
Acceleration="1"
TerminalVelocity="15"/>
</Behaviors>
<Body>
<ActiveBody
id="DefaultBody"/>
</Body>
<ClientBehaviors>
<ModelConditionAudioLoopClientBehavior id="ModuleTag_ShockDeathOverLand">
<ModelConditionSound Sound="Electro_BoneRattle_Death" RequiredFlags="DYING DEATH_1" ExcludedFlags="OVER_WATER" />
</ModelConditionAudioLoopClientBehavior>
<ModelConditionSoundSelectorClientBehavior id="Frozen">
<Override RequiredFlags="PARALYZED">
<AudioArrayVoice>
<AudioEntry Sound="" AudioType="voiceAttack" />
<AudioEntry Sound="" AudioType="voiceAttackAir" />
<AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
<AudioEntry Sound="" AudioType="voiceAttackGarrisonedStructure" />
<AudioEntry Sound="" AudioType="voiceAttackStructure" />
<AudioEntry Sound="" AudioType="voiceCreated" />
<AudioEntry Sound="" AudioType="voiceDock" />
<AudioEntry Sound="" AudioType="voiceFear" />
<AudioEntry Sound="" AudioType="voiceGarrison" />
<AudioEntry Sound="" AudioType="voiceMove" />
<AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
<AudioEntry Sound="" AudioType="voiceMoveWaterToLand" />
<AudioEntry Sound="" AudioType="voiceMoveLandToWater" />
<AudioEntry Sound="" AudioType="voiceRepair" />
<AudioEntry Sound="" AudioType="voiceRetreatToCastle" />
<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelect" />
<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectBattle" />
<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectUnderFire" />
<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSupply" />
</AudioArrayVoice>
</Override>
</ModelConditionSoundSelectorClientBehavior>
</ClientBehaviors>
<!--
<ClientBehaviors>
<ModelConditionAudioLoopClientBehavior id="ModuleTag_TurnIntoIceSound">
<ModelConditionSound Sound="UnitFreeze" RequiredFlags="PARALYZED" />
</ModelConditionAudioLoopClientBehavior>
</ClientBehaviors>
-->
<EvaEventArray>
<EvaEntry EvaEvent="UnitLost" EvaType="dieOwner" />
<EvaEntry EvaEvent="UnitConstructionStarted" EvaType="productionStarted" />
<EvaEntry EvaEvent="UnitUnderAttack" EvaType="damagedOwner" />
<EvaEntry EvaEvent="UnitUnderAttackFromShroudedUnit" EvaType="damagedFromShroudedSourceOwner" />
<EvaEntry EvaEvent="GenericUnitBeingBurned" EvaType="damagedByFireOwner" />
<EvaEntry EvaEvent="AllyUnitUnderAttack" EvaType="damagedAlly" />
<EvaEntry EvaEvent="UnitAmbushed" EvaType="ambushed" />
<EvaEntry EvaEvent="GenericEnemyUnitSighted" EvaType="enemyObjectSighted" />
<EvaEntry EvaEvent="EnemyStealthUnitDiscovered" EvaType="detectedEnemy" />
<EvaEntry EvaEvent="NewConstructionOptions" EvaType="availableForProduction" />
<EvaEntry EvaEvent="BuildOnHold" EvaType="buildOnHold" />
<EvaEntry EvaEvent="BuildCancelled" EvaType="buildCancelled" />
<EvaEntry EvaEvent="UnitPromoted" EvaType="promotedOwner" />
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Side="Allies"
inheritFrom="BaseInfantry"
EditorSorting="SYSTEM"
IsTrainable="false"
KindOf="UNATTACKABLE NOT_AUTOACQUIRABLE NO_COLLIDE SHOW_BEHIND_OCCLUDERS IGNORES_SELECT_ALL"
EditorName="BaseInfantryChronoPoint"
SelectPortrait="Portrait_Neutral_MagneticSatellite"
ButtonImage="Button_PlayerPower_MagneticSatellite1">
<DisplayName>BaseInfantryChronoPoint</DisplayName>
<ArmorSet
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<LocomotorSet
id="ModuleTag_Locomotor"
Locomotor="ChronoPointPointLocomotor"
Speed="150000" />
<SkirmishAIInformation
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<DodgeWithUnits Rule="NONE"
Include="VEHICLE">
<IncludeThing>SovietScoutVehicle</IncludeThing>
<IncludeThing>SovietHeavyAntiVehicleInfantry</IncludeThing>
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<Draws>
</Draws>
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MinLifetime="1.0s"
MaxLifetime="1.0s" />
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id="ModuleTag_Die">
<DieMuxData
DeathTypes="ALL" />
</DestroyDie>
<FXListBehavior id="ModuleTag_FXList">
<DieMuxData
DeathTypes="FADED" />
<Event Index="onDeath" FX="FX_TimeBombChrono" />
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<AIUpdate
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AutoAcquireEnemiesWhenIdle="YES"
StateMachine="UnitAIStateMachine">
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</AI>
<Body>
<ActiveBody
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MaxHealth="9999999.0" />
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Height="1.0"/>
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ShroudClearingRange="0" />
<ShadowInfo
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<CrusherInfo
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<EvaEntry EvaEvent="" EvaType="productionStarted" />
<EvaEntry EvaEvent="" EvaType="damagedOwner" />
<EvaEntry EvaEvent="" EvaType="damagedFromShroudedSourceOwner" />
<EvaEntry EvaEvent="" EvaType="damagedByFireOwner" />
<EvaEntry EvaEvent="" EvaType="damagedAlly" />
<EvaEntry EvaEvent="" EvaType="ambushed" />
<EvaEntry EvaEvent="" EvaType="enemyObjectSighted" />
<EvaEntry EvaEvent="" EvaType="detectedEnemy" />
<EvaEntry EvaEvent="" EvaType="availableForProduction" />
<EvaEntry EvaEvent="" EvaType="buildOnHold" />
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EditorSorting="SYSTEM"
IsTrainable="false"
KindOf="UNATTACKABLE NOT_AUTOACQUIRABLE PATH_THROUGH_INFANTRY NO_COLLIDE IGNORES_SELECT_ALL"
EditorName="BaseLandChronoPoint">
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type="all"
source="ART:JUBalloonBomb_FALL.w3x" />
<Include
type="all"
source="ART:JUBalloonBomb_DIE.w3x" />
<!-- this is the bomb part -->
<Include
type="all"
source="ART:JUBalloonBomb_BOMB.w3x" />
<Include type="instance" source="DATA:BaseObjects/BaseInfantry.xml" />
<Include
type="all"
source="w3x/GUDropPod.w3x" />
<Include
type="all"
source="w3x/GUDROPPOD_CTR.w3x" />
<Include
type="all"
source="FXParticleSystemTemplate.xml" />
<Include
type="all"
source="ObjectCreationLists.xml" />
<Include
type="all"
source="ART:FXBalloonBits.w3x" />
</Includes>
<GameObject
id="BaseLandingPoint"
KindOf="PRELOAD CAN_CAST_REFLECTIONS"
Side="Japan"
EditorSorting="SYSTEM"
TransportSlotCount="0"
IsTrainable="false"
EditorName="BaseLandingPoint"
Description="Desc:BaseLandingPoint"
TypeDescription="Type:BaseLandingPoint"
SelectPortrait="Portrait_JapanBalloonBomb"
ButtonImage="Button_JapanBalloonBomb">
<DisplayName>NAME:JapanBalloonBombBalloon</DisplayName>
<ArmorSet
Armor="NoArmor" />
<LocomotorSet
id="defaultLocomotor"
Locomotor="JapanBalloonBombBalloonLocomotor"
Condition="NORMAL"
Speed="50.0" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="GUDropPod" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT">
<Animation
AnimationName="GUDropPod"
AnimationMode="ONCE"
AnimationBlendTime="0" />
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="DropPodDust"
FollowBone="true" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING"
Flags="START_FRAME_LAST">
<Animation
AnimationName="GUDropPod"
AnimationMode="MANUAL"
AnimationBlendTime="0" />
<Script>
CurDrawableHideSubObject("UGJump")
CurDrawableHideSubObject("Door01")
CurDrawableHideSubObject("Door02")
CurDrawableHideSubObject("Door03")
</Script>
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="DropPodDust02"
FollowBone="true" />
</AnimationState>
</ScriptedModelDraw>
</Draws>
<Behaviors>
<AttributeModifierPoolUpdate
id="DefaultAttributeModifierPoolUpdate"/>
<!-- make ourselves unattackable during our descent. The duration of the attmod
should be timed to match the time it would take to land -->
<!-- Also, don't refresh more than once -->
<!-- <AttributeModifierAuraUpdate
id="ModuleTag_AttributeModifierAuraUpdate_InitiallyUnattackable"
InitiallyActive="true"
RefreshDelay="10000000s"
AllowSelf="true"
AttributeModifierName="AttributeModifier_GDIDropPod_InitialUnattackability"
/>
--> <LifetimeUpdate
id="ModuleTag_LifeTime"
MinLifetime="5s"
MaxLifetime="5s"
DeathType="SUICIDED" />
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="3.0"
DestructionDelay="6.0s">
</SlowDeath>
<DestroyDie
id="ModuleTag_Die">
<DieMuxData
DeathTypes="ALL" />
</DestroyDie>
<Physics
id="ModuleTag_Physics"
BounceCount="0" />
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL"
ExemptStatus="AIRBORNE_TARGET"/>
<Event
Index="onDeath"
FX="FX_JapanBalloon" />
</FXListBehavior>
<!----> <CreateObjectDie
id="ModuleTag_CreatePiece"
CreationList="OCL_LandingPointPiece" >
<DieMuxData
DeathTypes="ALL" />
</CreateObjectDie>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AIUpdate"
AutoAcquireEnemiesWhenIdle="NO"
StateMachine="UnitAIStateMachine"/>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="1000"/>
</Body>
<AudioArrayVoice>
<AudioEntry Sound="JAP_BalloonBomb_VoiceSelect" AudioType="voiceSelect" />
<AudioEntry Sound="JAP_BalloonBomb_VoiceAttack" AudioType="voiceAttack" />
<AudioEntry Sound="JAP_BalloonBomb_VoiceMove" AudioType="voiceMove" />
</AudioArrayVoice>
<AudioArraySound>
<AudioEntry Sound="JAP_BalloonBomb_Ambient" AudioType="soundAmbient" />
</AudioArraySound>
<VisionInfo
VisionRange="100"
ShroudClearingRange="100" />
</GameObject>
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<Lifetime High="30" Low="30"/>
<BurstCount High="5" Low="5"/>
<InitialDelay High="30" Low="30"/>
<Alphas>
<Alpha Frame="2" High="0.75" Low="0.75" RelativeAge="9"/>
<Alpha Frame="3" High="0" Low="0" RelativeAge="100"/>
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<Colors>
<Color Frame="1" RelativeAge="0">
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<Draw>
<Gpu DetailTexture="FXSphereNRM" GeometryType="TWO_CONCENTRIC_QUADS" Shader="GPUParticleLit.fx" SortParticles="true" SpeedMultiplier="1"/>
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<Volume>
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</Volume>
<Velocity>
<Outward>
<Speed High="8" Low="1"/>
<OtherSpeed High="2" Low="1"/>
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</Velocity>
<Event/>
<Update>
<Default>
<SizeRate High="5" Low="5"/>
<SizeRateDamping High="0.95" Low="0.9"/>
<AngleZ High="1" Low="-1"/>
<AngularDampingXY High="1" Low="1"/>
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<Lifetime High="100" Low="75"/>
<Size High="30" Low="15"/>
<BurstCount High="2" Low="2"/>
<InitialDelay High="115" Low="115"/>
<Alphas>
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<Color Frame="2" RelativeAge="10">
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<Color Frame="3" RelativeAge="100">
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<DriftVelocity x="0.2" y="0" z="0"/>
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<Draw>
<Gpu SpeedMultiplier="1"/>
</Draw>
<Volume>
<Cylinder Radius="15">
<Offset x="0" y="0" z="0"/>
</Cylinder>
</Volume>
<Velocity>
<Outward>
<Speed High="2" Low="-2"/>
<OtherSpeed High="3" Low="1"/>
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</Velocity>
<Event/>
<Update>
<Default>
<SizeRate High="0.5" Low="0.25"/>
<SizeRateDamping High="0.98" Low="0.98"/>
<AngleZ High="7" Low="0"/>
<AngularRateZ High="0.01" Low="-0.01"/>
<AngularDampingXY High="1" Low="1"/>
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</Update>
</FXParticleSystemTemplate>
<FXParticleSystemTemplate IsParticleUpTowardsEmitter="true" ParticleTexture="FXSteam" PerParticleAttachedSystem="" Priority="MEDIUM_OR_ABOVE" Shader="ALPHA" SortLevel="1" SystemLifetime="1" Type="GPU_PARTICLE" id="DropPodSteam2">
<Lifetime High="100" Low="50"/>
<Size High="15" Low="5"/>
<BurstCount High="6" Low="3"/>
<Alphas>
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<Alpha Frame="3" High="0" Low="0" RelativeAge="100"/>
</Alphas>
<Colors>
<Color Frame="1" RelativeAge="0">
<Color b="1" g="1" r="1"/>
</Color>
<Color Frame="2" RelativeAge="10">
<Color b="1" g="1" r="1"/>
</Color>
<Color Frame="3" RelativeAge="100">
<Color b="1" g="1" r="1"/>
</Color>
</Colors>
<Wind PingPongEndAngleMin="5.49779"/>
<Physics>
<Default>
<VelocityDamping High="0.75" Low="0.5"/>
<DriftVelocity x="0.1" y="0" z="0"/>
</Default>
</Physics>
<Draw>
<Gpu SpeedMultiplier="1"/>
</Draw>
<Volume>
<Cylinder>
<Offset x="0" y="0" z="0"/>
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</Volume>
<Velocity>
<Ortho>
<Position>
<x High="5" Low="-5"/>
<y High="5" Low="-5"/>
<z High="10" Low="5"/>
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</Ortho>
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<Event/>
<Update>
<Default>
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<SizeRateDamping High="0.8" Low="0.7"/>
<AngleZ High="7" Low="0"/>
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<AngularDampingXY High="1" Low="1"/>
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<Size High="5" Low="1"/>
<BurstCount High="1" Low="1"/>
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<Color Frame="3" RelativeAge="100">
<Color b="1" g="1" r="1"/>
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<Wind PingPongEndAngleMin="5.49779"/>
<Physics>
<Default>
<VelocityDamping High="0.75" Low="0.5"/>
<DriftVelocity x="0.1" y="0" z="0"/>
</Default>
</Physics>
<Draw>
<Gpu SpeedMultiplier="1"/>
</Draw>
<Volume>
<Cylinder>
<Offset x="0" y="0" z="0"/>
</Cylinder>
</Volume>
<Velocity>
<Outward>
<Speed High="0.01" Low="0.01"/>
<OtherSpeed High="0.01" Low="0.01"/>
</Outward>
</Velocity>
<Event/>
<Update>
<Default>
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<SizeRateDamping High="0.8" Low="0.7"/>
<AngleZ High="7" Low="0"/>
<AngularRateZ High="0.25" Low="-0.25"/>
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<Include
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inheritFrom="BaseDebris"
EditorName="GDIDropPod_DR01">
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
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FXParticleSystemTemplate="DropPodSteam"
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FXParticleSystemTemplate="DropPodSteam2"
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<DieMuxData
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<Event
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inheritFrom="BaseDebris"
EditorName="GDIDropPod_DR02">
<Draws>
<ScriptedModelDraw
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<ModelConditionState
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<Model
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FXParticleSystemTemplate="DropPodSteam"
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<DieMuxData
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<Include
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<Include
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source="DATA:BaseObjects/BaseDebris.xml" />
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inheritFrom="BaseDebris"
EditorName="GDIDropPod_DR03">
<Draws>
<ScriptedModelDraw
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<ModelConditionState
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<DieMuxData
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<AudioEvent id="BaseMissionEvaDialogue" inheritFrom="AudioEvent:BaseSoundEffect"
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MinVolume = "70"
Limit = "1"
Type = "UI PLAYER VOICE"
Priority="CRITICAL"
SubmixSlider = "VOICE"
Control="FADE_ON_KILL" >
<VolumeSliderMultiplier Slider="VOICE" Multiplier="0.4" />
<VolumeSliderMultiplier Slider="SOUNDFX" Multiplier="0.7" />
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_must_ inherit from this. Do _not_ specify anything even slightly less
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but are not limited to:
BaseTree
BaseTopple
BaseRockBig
BaseRock
BaseOptimizedProp
BaseDebris
Audio objects (Ambient Audio)
-->
<Tags></Tags>
<Includes></Includes>
<GameObject
id="BaseObject">
<Behaviors>
<!-- SMC = Special Model Condition, any object wishing to have a timed model condition
must have one of these modules -->
<ObjectSMCHelper
id="ObjectSMCHelper"/>
<!-- The defection system needs to be redone, at which point
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inheritance tree -->
<ObjectDefectionHelper
id="ObjectDefectionHelper"/>
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<Body>
<ActiveBody
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<FXList id="FX_TemporalEffect">
<NuggetList>
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<ParticleSystem Particle="FXMedChronoLightning"/>
-->
<ParticleSystem Particle="ChronoSphereDistort"/>
<ParticleSystem Particle="ChronoSphereFlash"/>
<!--
<ParticleSystem Particle="ChronoSphereFallout"/>
<ParticleSystem Particle="FXChronoSphereFogMist"/>
<Sound Value="ALL_Chronoswap_TeleportKill" />
-->
<Sound Value="ALL_Chronosphere_Die" />
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<Include
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<Include
type="instance"
source="ART:ShadowI.xml" />
<Include
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<GameObject
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RadarPriority="UNIT"
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<Behaviors>
<AttributeModifierPoolUpdate
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<SquishCollide
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<CrushDie
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<DieMuxData
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<Tags></Tags>
<Includes>
<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>
<GameObject
id="BaseVehicleChronoPoint"
Side="Allies"
inheritFrom="BaseVehicle"
EditorSorting="SYSTEM"
IsTrainable="false"
KindOf="UNATTACKABLE NOT_AUTOACQUIRABLE NO_COLLIDE IGNORES_SELECT_ALL"
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<DisplayName>BaseVehicleChronoPoint</DisplayName>
<ArmorSet
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<LocomotorSet
id="ModuleTag_Locomotor"
Locomotor="ChronoPointPointLocomotor"
Speed="150000" />
<SkirmishAIInformation
DodgeSafetyDistance="300.0">
<DodgeWithUnits Rule="NONE"
Include="VEHICLE">
<IncludeThing>SovietScoutVehicle</IncludeThing>
<IncludeThing>SovietHeavyAntiVehicleInfantry</IncludeThing>
</DodgeWithUnits>
</SkirmishAIInformation>
<Draws>
</Draws>
<Behaviors>
<LifetimeUpdate
id="ModuleTag_LifetimeUpdate"
MinLifetime="1.0s"
MaxLifetime="1.0s"
DeathType="FADED"/>
<DestroyDie
id="ModuleTag_Die">
<DieMuxData
DeathTypes="ALL" />
</DestroyDie>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES"
StateMachine="UnitAIStateMachine">
</AIUpdate>
</AI>
<Body>
<ActiveBody
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MaxHealth="9999999.0" />
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<Geometry
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<Shape
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Height="1.0"/>
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<VisionInfo
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ShroudClearingRange="5" />
<ShadowInfo
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<CrusherInfo
id="id_CrusherInfo"
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<EvaEventArray>
<EvaEntry EvaEvent="" EvaType="dieOwner" />
<EvaEntry EvaEvent="" EvaType="productionStarted" />
<EvaEntry EvaEvent="" EvaType="damagedOwner" />
<EvaEntry EvaEvent="" EvaType="damagedFromShroudedSourceOwner" />
<EvaEntry EvaEvent="" EvaType="damagedByFireOwner" />
<EvaEntry EvaEvent="" EvaType="damagedAlly" />
<EvaEntry EvaEvent="" EvaType="ambushed" />
<EvaEntry EvaEvent="" EvaType="enemyObjectSighted" />
<EvaEntry EvaEvent="" EvaType="detectedEnemy" />
<EvaEntry EvaEvent="" EvaType="availableForProduction" />
<EvaEntry EvaEvent="" EvaType="buildOnHold" />
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<Includes>
<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" />
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<GameObject
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Side="Allies"
inheritFrom="BaseVehicle"
EditorSorting="SYSTEM"
ProductionQueueType="WATERCRAFT"
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KindOf="UNATTACKABLE NOT_AUTOACQUIRABLE PATH_THROUGH_INFANTRY NO_COLLIDE IGNORES_SELECT_ALL"
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<LocomotorSet
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<Behaviors>
<LifetimeUpdate
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MaxLifetime="1.0s"
DeathType="FADED"/>
<DestroyDie
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<DieMuxData
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<AI>
<AIUpdate
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<CrusherInfo
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<EvaEntry EvaEvent="" EvaType="damagedOwner" />
<EvaEntry EvaEvent="" EvaType="damagedFromShroudedSourceOwner" />
<EvaEntry EvaEvent="" EvaType="damagedByFireOwner" />
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<EvaEntry EvaEvent="" EvaType="enemyObjectSighted" />
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<EvaEntry EvaEvent="" EvaType="availableForProduction" />
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<Includes>
<Include
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<Include
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<Include
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<Include
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<Include
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<GameObject
id="BaseheroInfantry"
inheritFrom="BaseObject"
RadarPriority="UNIT"
TransportSlotCount="1"
ProductionQueueType="INFANTRY"
HealthBoxHeightOffset="20"
UnitCategory="INFANTRY"
CommandPoints="1"
EvaEventSecondDamageFarFromFirstScanRange="600"
VoiceSelectUnderFireTimeout="10s"
VoiceSelectUnderFireDamageTime="3s">
<ArmorSet
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DamageFX="VehicleDamageFX"
Conditions="SECONDARY_DAMAGE"/>
<Draws>
<ScriptedModelDraw
id="ModuleTag_RepairDecal_"
OkToChangeModelColor="true">
<ModelConditionState
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<Model Name="" />
<ShadowInfo
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SizeY="70"
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MaxHeight="200"
UseHouseColor="true"
IsRotatingWithObject="true"
Texture="baseHeroLogo"/>
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</ScriptedModelDraw>
</Draws>
<Behaviors>
<SpecialPower
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UpdateModuleStartsAttack="true"
AttributeModifier="AttributeModifier_NOT_KNOCKBACK"
AttributeModifierAffectsSelf="true"/>
<ActivateSpecialPowerOnCreate
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</ActivateSpecialPowerOnCreate>
<AttributeModifierPoolUpdate
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<SquishCollide
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<CrushDie
id="ModuleTAg_CrushDie">
<DieMuxData
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</CrushDie>
<StancesBehavior
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StanceTemplate="Generic" />
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<!-- <FXListBehavior
id="ModuleTag_FrozenDeathFX">
<DieMuxData
DeathTypes="ALL"
RequiredStatus="UNDER_FROZEN"/>
<Event
Index="onDeath"
FX="FX_AlliedTankGun" />
</FXListBehavior>-->
<DestroyDie
id="ModuleTag_FrozenDie">
<DieMuxData
DeathTypes="ALL"
RequiredStatus="UNDER_FROZEN"/>
</DestroyDie>
<CreateObjectDie
id="ModuleTag_CreateFrozenObjectDie"
CreationList="InfantryShatter_OCL">
<DieMuxData
DeathTypes="ALL"
RequiredStatus="UNDER_FROZEN"/>
</CreateObjectDie>
<!-- end of frozen death modules -->
<FXListBehavior
id="SquishedFXPlayer">
<DieMuxData
DeathTypes="CRUSHED" />
<Event
Index="onDeath"
FX="FX_InfantrySquished" />
</FXListBehavior>
<FireWeaponWhenDead
id="ModuleTag_CatalystDeathWeapon"
InitiallyActive="true"
DeathWeapon="CatalystInfantryDeathWeapon"
ContinueToBezierDestination="false"
UseMyKillerAsWeaponSource="true">
<DieMuxData DeathTypes="CATALYST" />
</FireWeaponWhenDead>
<AutoHealBehavior
id="Upgrade_HeroicHeal"
InitiallyActive="false"
HealOnlyIfNotInCombat="false"
HealOnlyIfNotUnderAttack="false"
StartHealingDelay="1s"
HealingAmount="1"
HealingDelay=".5s">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</AutoHealBehavior>
<SecondaryDamageTracker
id="ModuleTag_SecondaryDamageTracker"
UpdateDuration="1s"
DissipateAmount="25"
MaxDamageClampScaler="=$MAX_SECONDARY_DAMAGE_SCALER">
<Color R="1.0" G="1.0" B="1.75"/>
<EffectInfo
Fraction="0.2"
AttributeModifier="AttributeModifer_CryoBeam_02"
/>
<EffectInfo
Fraction="0.4"
AttributeModifier="AttributeModifer_CryoBeam_04"
/>
<EffectInfo
Fraction="0.6"
AttributeModifier="AttributeModifer_CryoBeam_06"
/>
<EffectInfo
Fraction="0.8"
AttributeModifier="AttributeModifer_CryoBeam_08"
/>
<EffectInfo
Fraction="1.0"
SetUpgradedArmor="true"
OnEnterDisable="true"
OnEnterCancelSpecialAbilities="true"
AttributeModifier="AttributeModifer_CryoBeam_10"
/>
</SecondaryDamageTracker>
<RunOffMapBehavior
id="ModuleTag_RunOffMapBehavior"
RequiresSpecificTrigger="true"
RunOffMapWaypointName="RunOffMap"
/>
<LevelUpUpgrade
id="ModuleTag_LevelUpUpgrade_Veteran"
LevelCap="4"
LevelsToGain="1">
<TriggeredBy>Upgrade_CreationVeterancy_VETERAN</TriggeredBy>
</LevelUpUpgrade>
<LevelUpUpgrade
id="ModuleTag_LevelUpUpgrade_Elite"
LevelCap="4"
LevelsToGain="1">
<TriggeredBy>Upgrade_CreationVeterancy_ELITE</TriggeredBy>
</LevelUpUpgrade>
<LevelUpUpgrade
id="ModuleTag_LevelUpUpgrade_Heroic"
LevelCap="4"
LevelsToGain="1">
<TriggeredBy>Upgrade_CreationVeterancy_HEROIC</TriggeredBy>
</LevelUpUpgrade>
<SuppressionUpdate
id="ModuleTag_SuppressionUpdate"
UpdateDelay="1s"
Suppressability="50"
SuppressionDuration="5s"
AttributeModifierSuppressed="Modifier_Test_Suppression"
AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
<!-- for use on objects that don't have Dynamics
but that still may fall out of the sky on death
Positive initial velocity means infantry will jump a little before falling -->
<FreefallUpdate
id="ModuleTag_FreefallUpdate"
ModelConditionsToSet="STUNNED_FLAILING"
InitialVelocity="5"
Acceleration="1"
TerminalVelocity="15"/>
</Behaviors>
<Body>
<ActiveBody
id="DefaultBody"/>
</Body>
<ClientBehaviors>
<ModelConditionAudioLoopClientBehavior id="ModuleTag_ShockDeathOverLand">
<ModelConditionSound Sound="Electro_BoneRattle_Death" RequiredFlags="DYING DEATH_1" ExcludedFlags="OVER_WATER" />
</ModelConditionAudioLoopClientBehavior>
<ModelConditionSoundSelectorClientBehavior id="Frozen">
<Override RequiredFlags="PARALYZED">
<AudioArrayVoice>
<AudioEntry Sound="" AudioType="voiceAttack" />
<AudioEntry Sound="" AudioType="voiceAttackAir" />
<AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
<AudioEntry Sound="" AudioType="voiceAttackGarrisonedStructure" />
<AudioEntry Sound="" AudioType="voiceAttackStructure" />
<AudioEntry Sound="" AudioType="voiceCreated" />
<AudioEntry Sound="" AudioType="voiceDock" />
<AudioEntry Sound="" AudioType="voiceFear" />
<AudioEntry Sound="" AudioType="voiceGarrison" />
<AudioEntry Sound="" AudioType="voiceMove" />
<AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
<AudioEntry Sound="" AudioType="voiceMoveWaterToLand" />
<AudioEntry Sound="" AudioType="voiceMoveLandToWater" />
<AudioEntry Sound="" AudioType="voiceRepair" />
<AudioEntry Sound="" AudioType="voiceRetreatToCastle" />
<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelect" />
<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectBattle" />
<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectUnderFire" />
<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSupply" />
</AudioArrayVoice>
</Override>
</ModelConditionSoundSelectorClientBehavior>
</ClientBehaviors>
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<ClientBehaviors>
<ModelConditionAudioLoopClientBehavior id="ModuleTag_TurnIntoIceSound">
<ModelConditionSound Sound="UnitFreeze" RequiredFlags="PARALYZED" />
</ModelConditionAudioLoopClientBehavior>
</ClientBehaviors>
-->
<EvaEventArray>
<EvaEntry EvaEvent="UnitLost" EvaType="dieOwner" />
<EvaEntry EvaEvent="UnitConstructionStarted" EvaType="productionStarted" />
<EvaEntry EvaEvent="UnitUnderAttack" EvaType="damagedOwner" />
<EvaEntry EvaEvent="UnitUnderAttackFromShroudedUnit" EvaType="damagedFromShroudedSourceOwner" />
<EvaEntry EvaEvent="GenericUnitBeingBurned" EvaType="damagedByFireOwner" />
<EvaEntry EvaEvent="AllyUnitUnderAttack" EvaType="damagedAlly" />
<EvaEntry EvaEvent="UnitAmbushed" EvaType="ambushed" />
<EvaEntry EvaEvent="GenericEnemyUnitSighted" EvaType="enemyObjectSighted" />
<EvaEntry EvaEvent="EnemyStealthUnitDiscovered" EvaType="detectedEnemy" />
<EvaEntry EvaEvent="NewConstructionOptions" EvaType="availableForProduction" />
<EvaEntry EvaEvent="BuildOnHold" EvaType="buildOnHold" />
<EvaEntry EvaEvent="BuildCancelled" EvaType="buildCancelled" />
<EvaEntry EvaEvent="UnitPromoted" EvaType="promotedOwner" />
</EvaEventArray>
<CrusherInfo
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CrushableLevel="10" />
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<Tags />
<Includes>
<Include
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<LocomotorTemplate
id="ChronoPointPointLocomotor"
Surfaces="AIR"
MinSpeed="0%"
TurnTimeSeconds="2s"
TurnTimeDamagedSeconds="2s"
AccelerationSeconds="0s"
Lift="100000%"
LiftDamaged="990%"
BrakingSeconds="0.5s"
MinTurnSpeed="0%"
PreferredHeight="40"
AllowMotiveForceWhileAirborne="true"
BehaviorZ="SURFACE_RELATIVE_HEIGHT"
Appearance="HOVER"
TakeOffAndLandingSpeed="3.0"
TakeOffAndLandingSlowDownTime=".5s"
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RollStiffness="0.1"
PitchDamping="0.9"
RollDamping="0.9"
ForwardVelocityPitchFactor="-0.2"
LateralVelocityRollFactor="0.1"
Apply2DFrictionWhenAirborne="true"
AirborneTargetingHeight="5"
LocomotorWorksWhenDead="true"
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RudderCorrectionRate="0.027"
ElevatorCorrectionDegree="0.103"
ElevatorCorrectionRate="0.016"
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<LocomotorTemplate
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Surfaces="GROUND CRUSHABLE_OBSTACLE"
TurnTimeSeconds="2.0s"
TurnTimeDamagedSeconds="4.0s"
MaxSpeedDamaged="75%"
AccelerationSeconds="0.3s"
BrakingSeconds="0.2s"
SlowTurnRadius="0.0"
FastTurnRadius="20.0"
BehaviorZ="NO_MOTIVE_FORCE"
Appearance="FOUR_WHEELS"
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ClampOrientationToPathTangent="true"
MaximumWheelExtension="-2.3"
MaximumWheelCompression="1.4"
WheelTurnAngle="0d"
ReorientIfTurnTooSharp="false">
<BounceKickTerrainMap>TankBounceKickTerrainMapping</BounceKickTerrainMap>
</LocomotorTemplate>
<LocomotorTemplate
id="WaterChronoPointPointLocomotor"
Surfaces="WATER DEEP_WATER"
TurnTimeSeconds="1.0s"
TurnTimeDamagedSeconds="1.0s"
AccelerationSeconds="0.01s"
BrakingSeconds="0.01s"
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FastTurnRadius="20.0"
TurnThresholdHS="90d"
MinTurnSpeed="0%"
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BehaviorZ="SEA_LEVEL"
Appearance="SHIP"
ActiveModelConditions="OVER_WATER"
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RollStiffness="0.1"
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ElevatorCorrectionRate="0.04"
AeleronCorrectionDegree="0.05"
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<LocomotorTemplate
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AccelerationSeconds="0.01s"
BrakingSeconds="0.01s"
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FastTurnRadius="20.0"
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LateralAccelerationRollFactor="0.0"
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ClampOrientationToPathTangent="true"
ReorientIfTurnTooSharp="true">
<BounceKickTerrainMap>TankBounceKickTerrainMapping</BounceKickTerrainMap>
</LocomotorTemplate>
<LocomotorTemplate
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Surfaces="DEEP_WATER WATER"
TurnTimeSeconds="1.0s"
TurnTimeDamagedSeconds="1.0s"
AccelerationSeconds="0.5s"
BrakingSeconds="0.5s"
FastTurnRadius="20.0"
MinTurnSpeed="0%"
PreferredHeight="0"
BehaviorZ="SEA_LEVEL"
TurnThresholdHS="90d"
Appearance="FOUR_WHEELS"
HasSuspension="true"
UseTerrainSmoothing="true"
ActiveObjectStatus="WATER_LOCOMOTOR_ACTIVE OVER_WATER"
ActiveModelConditions="OVER_WATER"
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PitchDamping="0.2"
RollDamping="0.2"
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LateralAccelerationRollFactor="-0.01"
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ElevatorCorrectionRate="0.06"
AeleronCorrectionDegree="0.1"
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<Include type="all" source="BaseCivilian.xml"/>
<Include type="all" source="BaseExperienceLevelTemplate.xml"/>
<Include type="all" source="BaseheroInfantry.xml"/>
<Include type="all" source="BaseInfantry.xml"/>
<Include type="all" source="BaseInfantryChronoPoint.xml"/>
<Include type="all" source="BaseLandChronoPoint.xml"/>
<Include type="all" source="BaseMissionEvaDialogue.xml"/>
<Include type="all" source="BaseObject.xml"/>
<Include type="all" source="BaseTechPoint.xml"/>
<Include type="all" source="BaseVehicleChronoPoint.xml"/>
<Include type="all" source="BaseWATERCRAFTChronoPoint.xml"/>
<Include type="all" source="Locomotor.xml"/>
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<Include type="all" source="BaseHero/index.xml"/>
<Include type="all" source="BaseLandingPoint/index.xml"/>
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<AttributeModifier
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<AttributeModifier
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ObjectStatusToSet="UNSELECTABLE"
ModelConditionsSet="RIDER5">
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<Modifier Type="SPEED" Value="0%"/>
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<ObjectFilter
Rule="ANY" Include="FS_BASE_DEFENSE">
<IncludeThing>AlliedWallPiece</IncludeThing>
<IncludeThing>AlliedWallSegmentPiece</IncludeThing>
<IncludeThing>SovietWallPiece</IncludeThing>
<IncludeThing>SovietWallSegmentPiece</IncludeThing>
<IncludeThing>JapanWallPiece</IncludeThing>
<IncludeThing>JapanWallSegmentPiece</IncludeThing>
<IncludeThing>SovietBunker</IncludeThing>
<IncludeThing>SMBunker</IncludeThing>
</ObjectFilter>
</ObjectMapping>
<ObjectMapping
HealthBar="Long">
<ObjectFilter
Rule="ANY">
<IncludeThing>SovietAntiVehicleVehicleTech3</IncludeThing>
<IncludeThing>SovietMCV</IncludeThing>
<IncludeThing>SovietAntiStructureShip</IncludeThing>
<IncludeThing>SovietBomberAircraft</IncludeThing>
<IncludeThing>SovietBomberAircraft_Special</IncludeThing>
<IncludeThing>SovietAntiNavyShipTech2</IncludeThing>
<IncludeThing>AlliedMCV</IncludeThing>
<IncludeThing>AlliedBomberAircraft</IncludeThing>
<IncludeThing>AlliedAntiStructureShip</IncludeThing>
<IncludeThing>AlliedAntiStructureVehicle</IncludeThing>
<IncludeThing>AlliedAntiNavyShipTech1</IncludeThing>
<IncludeThing>JapanMCV</IncludeThing>
<IncludeThing>JapanAntiVehicleVehicleTech3</IncludeThing>
<IncludeThing>JapanAntiStructureVehicle</IncludeThing>
<IncludeThing>JapanAntiStructureShip</IncludeThing>
<IncludeThing>JapanAntiVehicleShip</IncludeThing>
<IncludeThing>JapanEmperorMecha</IncludeThing>
<IncludeThing>KR_ArtilleryDome</IncludeThing>
<IncludeThing>ACPacifier</IncludeThing>
<IncludeThing>ACAntiStructureShip</IncludeThing>
<IncludeThing>SMBomberAircraft</IncludeThing>
<IncludeThing>SMAntiVehicleVehicleTech3</IncludeThing>
<IncludeThing>SMAntiStructureVehicle</IncludeThing>
<IncludeThing>ACAntiNavyShipTech1</IncludeThing>
</ObjectFilter>
</ObjectMapping>
<ObjectMapping
HealthBar="Structure">
<ObjectFilter
Rule="ANY" Include="STRUCTURE">
<IncludeThing>JapanMechaKing</IncludeThing>
<IncludeThing>ST_ShuttleDisguiseBuilding</IncludeThing>
</ObjectFilter>
</ObjectMapping>
</HealthBarSettings>
</AssetDeclaration>

View File

@ -0,0 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<LogicCommandSet
id="UseLessCommandSet">
<Cmd>Command_AttackMove</Cmd>
<Cmd>Command_MoveToPositionAndCollect</Cmd>
</LogicCommandSet>
</AssetDeclaration>

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