ABU/data/BaseObjects/BaseInfantryChronoPoint.xml
KiritsuguTG 5c46d84ca4 origin
2022-02-14 13:43:02 +08:00

95 lines
2.8 KiB
XML

<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance">
<Tags></Tags>
<Includes>
<Include type="instance" source="DATA:BaseObjects/BaseInfantry.xml" />
</Includes>
<GameObject
id="BaseInfantryChronoPoint"
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
Armor="NoArmor" />
<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" />
<DestroyDie
id="ModuleTag_Die">
<DieMuxData
DeathTypes="ALL" />
</DestroyDie>
<FXListBehavior id="ModuleTag_FXList">
<DieMuxData
DeathTypes="FADED" />
<Event Index="onDeath" FX="FX_TimeBombChrono" />
</FXListBehavior>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES"
StateMachine="UnitAIStateMachine">
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="9999999.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="CYLINDER"
MajorRadius="1.0"
Height="1.0"/>
</Geometry>
<VisionInfo
VisionRange="0"
ShroudClearingRange="0" />
<ShadowInfo
Type="NONE" />
<CrusherInfo
id="id_CrusherInfo"
CrushableLevel="0" />
<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" />
<EvaEntry EvaEvent="" EvaType="buildCancelled" />
<EvaEntry EvaEvent="" EvaType="promotedOwner" />
</EvaEventArray>
</GameObject>
</AssetDeclaration>