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

176 lines
4.6 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="all"
source="ART:JUBalloonBomb_SKN.w3x" />
<Include
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>
</AssetDeclaration>