298 lines
9.1 KiB
XML
298 lines
9.1 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance">
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<Tags></Tags>
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<Includes>
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<Include
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type="all"
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source="DATA:GlobalData/GlobalDefines.xml" />
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<Include
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type="instance"
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source="ART:ShadowI.xml" />
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<Include
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type="instance"
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source="BaseObject.xml" />
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<Include
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type="all"
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source="ART:NPParachute_SKN.w3x" />
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<Include
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type="all"
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source="ART:NPParachuteAllied_SKN.w3x" />
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<Include
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type="all"
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source="ART:NPParachuteSoviet_SKN.w3x" />
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<Include
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type="all"
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source="ART:NPParachuteJapan_SKN.w3x" />
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<Include
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type="all"
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source="ART:NPParachute_FALL.w3x" />
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<Include
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type="all"
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source="ART:NPParachute_LAND.w3x" />
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<Include
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type="all"
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source="ART:NPParachute_OPEN.w3x" />
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</Includes>
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<GameObject
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id="BaseheroInfantry"
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inheritFrom="BaseObject"
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RadarPriority="UNIT"
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TransportSlotCount="1"
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ProductionQueueType="INFANTRY"
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HealthBoxHeightOffset="20"
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UnitCategory="INFANTRY"
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CommandPoints="1"
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EvaEventSecondDamageFarFromFirstScanRange="600"
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VoiceSelectUnderFireTimeout="10s"
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VoiceSelectUnderFireDamageTime="3s">
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<ArmorSet
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Armor="CryoBeamFrozenArmor"
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DamageFX="VehicleDamageFX"
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Conditions="SECONDARY_DAMAGE"/>
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<Draws>
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<ScriptedModelDraw
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id="ModuleTag_RepairDecal_"
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OkToChangeModelColor="true">
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<ModelConditionState
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ParseCondStateType="PARSE_DEFAULT">
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<Model Name="" />
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<ShadowInfo
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Type="ADDITIVE_DECAL"
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SizeX="70"
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SizeY="70"
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OverrideLODVisibility="true"
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MaxHeight="200"
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UseHouseColor="true"
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IsRotatingWithObject="true"
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Texture="baseHeroLogo"/>
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</ModelConditionState>
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</ScriptedModelDraw>
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</Draws>
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<Behaviors>
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<SpecialPower
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id="ModuleTag_SpecialPower_NOT_KNOCKBACKUpdate"
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SpecialPowerTemplate="NOT_KNOCKBACKsp"
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UpdateModuleStartsAttack="true"
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AttributeModifier="AttributeModifier_NOT_KNOCKBACK"
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AttributeModifierAffectsSelf="true"/>
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<ActivateSpecialPowerOnCreate
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id="ModuleTag_ActiveSpecialPowerOnCreate">
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<SpecialPowerTemplate>NOT_KNOCKBACKsp</SpecialPowerTemplate>
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</ActivateSpecialPowerOnCreate>
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<AttributeModifierPoolUpdate
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id="DefaultAttributeModifierPoolUpdate"/>
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<SquishCollide
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id ="DefaultSquishCollide"/>
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<CrushDie
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id="ModuleTAg_CrushDie">
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<DieMuxData
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DeathTypes="CRUSHED" />
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</CrushDie>
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<StancesBehavior
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id="ModuleTag_Stance"
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StanceTemplate="Generic" />
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<!-- handles being killed when frozen. -->
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<!-- <FXListBehavior
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id="ModuleTag_FrozenDeathFX">
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<DieMuxData
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DeathTypes="ALL"
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RequiredStatus="UNDER_FROZEN"/>
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<Event
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Index="onDeath"
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FX="FX_AlliedTankGun" />
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</FXListBehavior>-->
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<DestroyDie
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id="ModuleTag_FrozenDie">
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<DieMuxData
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DeathTypes="ALL"
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RequiredStatus="UNDER_FROZEN"/>
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</DestroyDie>
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<CreateObjectDie
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id="ModuleTag_CreateFrozenObjectDie"
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CreationList="InfantryShatter_OCL">
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<DieMuxData
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DeathTypes="ALL"
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RequiredStatus="UNDER_FROZEN"/>
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</CreateObjectDie>
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<!-- end of frozen death modules -->
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<FXListBehavior
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id="SquishedFXPlayer">
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<DieMuxData
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DeathTypes="CRUSHED" />
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<Event
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Index="onDeath"
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FX="FX_InfantrySquished" />
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</FXListBehavior>
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<FireWeaponWhenDead
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id="ModuleTag_CatalystDeathWeapon"
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InitiallyActive="true"
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DeathWeapon="CatalystInfantryDeathWeapon"
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ContinueToBezierDestination="false"
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UseMyKillerAsWeaponSource="true">
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<DieMuxData DeathTypes="CATALYST" />
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</FireWeaponWhenDead>
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<AutoHealBehavior
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id="Upgrade_HeroicHeal"
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InitiallyActive="false"
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HealOnlyIfNotInCombat="false"
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HealOnlyIfNotUnderAttack="false"
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StartHealingDelay="1s"
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HealingAmount="1"
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HealingDelay=".5s">
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<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
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</AutoHealBehavior>
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<SecondaryDamageTracker
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id="ModuleTag_SecondaryDamageTracker"
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UpdateDuration="1s"
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DissipateAmount="25"
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MaxDamageClampScaler="=$MAX_SECONDARY_DAMAGE_SCALER">
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<Color R="1.0" G="1.0" B="1.75"/>
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<EffectInfo
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Fraction="0.2"
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AttributeModifier="AttributeModifer_CryoBeam_02"
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/>
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<EffectInfo
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Fraction="0.4"
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AttributeModifier="AttributeModifer_CryoBeam_04"
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/>
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<EffectInfo
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Fraction="0.6"
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AttributeModifier="AttributeModifer_CryoBeam_06"
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/>
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<EffectInfo
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Fraction="0.8"
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AttributeModifier="AttributeModifer_CryoBeam_08"
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/>
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<EffectInfo
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Fraction="1.0"
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SetUpgradedArmor="true"
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OnEnterDisable="true"
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OnEnterCancelSpecialAbilities="true"
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AttributeModifier="AttributeModifer_CryoBeam_10"
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/>
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</SecondaryDamageTracker>
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<RunOffMapBehavior
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id="ModuleTag_RunOffMapBehavior"
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RequiresSpecificTrigger="true"
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RunOffMapWaypointName="RunOffMap"
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/>
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<LevelUpUpgrade
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id="ModuleTag_LevelUpUpgrade_Veteran"
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LevelCap="4"
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LevelsToGain="1">
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<TriggeredBy>Upgrade_CreationVeterancy_VETERAN</TriggeredBy>
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</LevelUpUpgrade>
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<LevelUpUpgrade
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id="ModuleTag_LevelUpUpgrade_Elite"
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LevelCap="4"
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LevelsToGain="1">
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<TriggeredBy>Upgrade_CreationVeterancy_ELITE</TriggeredBy>
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</LevelUpUpgrade>
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<LevelUpUpgrade
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id="ModuleTag_LevelUpUpgrade_Heroic"
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LevelCap="4"
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LevelsToGain="1">
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<TriggeredBy>Upgrade_CreationVeterancy_HEROIC</TriggeredBy>
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</LevelUpUpgrade>
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<SuppressionUpdate
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id="ModuleTag_SuppressionUpdate"
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UpdateDelay="1s"
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Suppressability="50"
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SuppressionDuration="5s"
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AttributeModifierSuppressed="Modifier_Test_Suppression"
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AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
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<!-- for use on objects that don't have Dynamics
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but that still may fall out of the sky on death
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Positive initial velocity means infantry will jump a little before falling -->
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<FreefallUpdate
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id="ModuleTag_FreefallUpdate"
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ModelConditionsToSet="STUNNED_FLAILING"
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InitialVelocity="5"
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Acceleration="1"
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TerminalVelocity="15"/>
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</Behaviors>
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<Body>
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<ActiveBody
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id="DefaultBody"/>
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</Body>
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<ClientBehaviors>
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<ModelConditionAudioLoopClientBehavior id="ModuleTag_ShockDeathOverLand">
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<ModelConditionSound Sound="Electro_BoneRattle_Death" RequiredFlags="DYING DEATH_1" ExcludedFlags="OVER_WATER" />
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</ModelConditionAudioLoopClientBehavior>
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<ModelConditionSoundSelectorClientBehavior id="Frozen">
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<Override RequiredFlags="PARALYZED">
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<AudioArrayVoice>
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<AudioEntry Sound="" AudioType="voiceAttack" />
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<AudioEntry Sound="" AudioType="voiceAttackAir" />
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<AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
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<AudioEntry Sound="" AudioType="voiceAttackGarrisonedStructure" />
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<AudioEntry Sound="" AudioType="voiceAttackStructure" />
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<AudioEntry Sound="" AudioType="voiceCreated" />
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<AudioEntry Sound="" AudioType="voiceDock" />
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<AudioEntry Sound="" AudioType="voiceFear" />
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<AudioEntry Sound="" AudioType="voiceGarrison" />
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<AudioEntry Sound="" AudioType="voiceMove" />
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<AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
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<AudioEntry Sound="" AudioType="voiceMoveWaterToLand" />
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<AudioEntry Sound="" AudioType="voiceMoveLandToWater" />
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<AudioEntry Sound="" AudioType="voiceRepair" />
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<AudioEntry Sound="" AudioType="voiceRetreatToCastle" />
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<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelect" />
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<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectBattle" />
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<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectUnderFire" />
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<AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSupply" />
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</AudioArrayVoice>
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</Override>
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</ModelConditionSoundSelectorClientBehavior>
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</ClientBehaviors>
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<!--
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<ClientBehaviors>
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<ModelConditionAudioLoopClientBehavior id="ModuleTag_TurnIntoIceSound">
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<ModelConditionSound Sound="UnitFreeze" RequiredFlags="PARALYZED" />
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</ModelConditionAudioLoopClientBehavior>
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</ClientBehaviors>
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-->
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<EvaEventArray>
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<EvaEntry EvaEvent="UnitLost" EvaType="dieOwner" />
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<EvaEntry EvaEvent="UnitConstructionStarted" EvaType="productionStarted" />
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<EvaEntry EvaEvent="UnitUnderAttack" EvaType="damagedOwner" />
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<EvaEntry EvaEvent="UnitUnderAttackFromShroudedUnit" EvaType="damagedFromShroudedSourceOwner" />
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<EvaEntry EvaEvent="GenericUnitBeingBurned" EvaType="damagedByFireOwner" />
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<EvaEntry EvaEvent="AllyUnitUnderAttack" EvaType="damagedAlly" />
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<EvaEntry EvaEvent="UnitAmbushed" EvaType="ambushed" />
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<EvaEntry EvaEvent="GenericEnemyUnitSighted" EvaType="enemyObjectSighted" />
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<EvaEntry EvaEvent="EnemyStealthUnitDiscovered" EvaType="detectedEnemy" />
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<EvaEntry EvaEvent="NewConstructionOptions" EvaType="availableForProduction" />
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<EvaEntry EvaEvent="BuildOnHold" EvaType="buildOnHold" />
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<EvaEntry EvaEvent="BuildCancelled" EvaType="buildCancelled" />
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<EvaEntry EvaEvent="UnitPromoted" EvaType="promotedOwner" />
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</EvaEventArray>
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<CrusherInfo
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id="id_CrusherInfo"
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CrushableLevel="10" />
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</GameObject>
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</AssetDeclaration>
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