795 lines
24 KiB
XML
795 lines
24 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:xi="http://www.w3.org/2001/XInclude">
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<Tags></Tags>
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<Includes>
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<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_SKN.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_AIDA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_ATKA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_BIDA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_BIFA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_ABTA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_BATA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_DIEA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_WLKA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_RUNA.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_ATKB.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_WLKB.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_ATKC.w3x" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_D.xml" />
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<Include
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type="all"
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source="ART:JUAntiVehicleVehicleTech3_DIE_SKN.w3x" />
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<Include
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type="all"
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source="ART:FXJapFP.xml" />
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<Include
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type="all"
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source="ART:FXJapanLaser.xml" />
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<Include
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type="all"
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source="ART:FXJapanLaser_Vet.xml" />
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<Include
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type="all"
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source="ART:FXJapanOverlay.xml" />
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<Include
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type="all"
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source="ART:FXJapanOverlay_Vet.xml" />
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<Include type="all" source="ART:FXAlliedPrismBeam.xml" />
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<Include type="all" source="ART:FXspotlight.w3x" />
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<!-- Base Object -->
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<Include
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type="instance"
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source="DATA:BaseObjects/BaseVehicle.xml" />
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</Includes>
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<!-- aka KingOni King Oni -->
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<GameObject
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id="JapanAntiVehicleVehicleTech3"
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inheritFrom="BaseVehicle"
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SelectPortrait="Portrait_JapanAntiVehicleVehicleTech3"
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ButtonImage="Button_JapanAntiVehicleVehicleTech3"
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Side="Japan"
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SubGroupPriority="340"
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EditorSorting="UNIT"
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TransportSlotCount="10"
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BuildTime="0"
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JustBuiltTime="1.5s"
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CommandSet="JapanAntiVehicleVehicleTech3CommandSet"
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KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_BE_FAVORITE_UNIT T3_UNIT"
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WeaponCategory="CANNON"
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VoicePriority="188"
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EditorName="JapanAntiVehicleVehicleTech3"
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Description="Desc:JapanAntiVehicleVehicleTech3"
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TypeDescription="Type:JapanAntiVehicleVehicleTech3"
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HealthBoxHeightOffset="30"
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UnitIntro="Japan_KingOni_UnitIntro">
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<DisplayName
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xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanAntiVehicleVehicleTech3</DisplayName>
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<GameDependency>
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<NeededUpgrade>Upgrade_JapanWarFactoryTech3</NeededUpgrade>
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</GameDependency>
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<ObjectResourceInfo>
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<BuildCost Account="=$ACCOUNT_ORE" Amount="2000"/>
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</ObjectResourceInfo>
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<ArmorSet
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Armor="JapanAntiVehicleVehicleTech3Armor"
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DamageFX="VehicleDamageFX" />
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<LocomotorSet
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Locomotor="JapanAntiVehicleVehicleTech3Locomotor"
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Condition="NORMAL"
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Speed="65.0" />
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<!-- The Rush locomotor speed is the same as the normal locomotor speed, all increases handled by attribute modifiers -->
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<LocomotorSet
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Locomotor="JapanAntiVehicleVehicleTech3RushAttackLocomotor"
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Condition="NORMAL_UPGRADED"
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Speed="85.0" />
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<SkirmishAIInformation
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UnitBuilderStandardCombatUnit="true" />
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<Draws>
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<ScriptedModelDraw
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id="ModuleTag_Draw"
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OkToChangeModelColor="true"
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ExtraPublicBone="B_SPINE01">
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<ModelConditionState
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ParseCondStateType="PARSE_DEFAULT">
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<Model
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Name="JUAntiVehicleVehicleTech3_SKN" />
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<Turret
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TurretNameKey="Turret"
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TurretID="1" />
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<WeaponFireFXBone
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WeaponSlotType="PRIMARY_WEAPON"
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BoneName="FX01" />
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<WeaponRecoilBone
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WeaponSlotType="PRIMARY_WEAPON"
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|
BoneName="FX01" />
|
|
<WeaponLaunchBone
|
|
WeaponSlotType="PRIMARY_WEAPON"
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|
BoneName="FX01" />
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</ModelConditionState>
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<ModelConditionState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="FORMATION_PREVIEW">
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<Model
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Name="JUAntiVehicleVehicleTech3_SKN" />
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</ModelConditionState>
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<ModelConditionState
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ParseCondStateType="PARSE_NORMAL"
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RetainSubObjects="true"
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ConditionsYes="DYING">
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<Model
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Name="JUAntiVehicleVehicleTech3_DIE_SKN" />
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</ModelConditionState>
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<ModelConditionState
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ParseCondStateType="PARSE_NORMAL"
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RetainSubObjects="true"
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ConditionsYes="DAMAGED">
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<Model
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Name="JUAntiVehicleVehicleTech3_SKN" />
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<ParticleSysBone
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BoneName="B_UARML"
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FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
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FollowBone="true" />
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</ModelConditionState>
|
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<ModelConditionState
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ParseCondStateType="PARSE_NORMAL"
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RetainSubObjects="true"
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ConditionsYes="REALLYDAMAGED">
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<Model
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Name="JUAntiVehicleVehicleTech3_SKN" />
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<Texture
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Original="JUAntiVehicleVehicleTech3"
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New="JUAntiVehicleVehicleTech3_D" />
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<ParticleSysBone
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BoneName="B_UARML"
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FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
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FollowBone="true" />
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<ParticleSysBone
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BoneName="B_UARML"
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FXParticleSystemTemplate="JapanVehicleDamagedSparks"
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FollowBone="true" />
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<ParticleSysBone
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BoneName="B_UARML"
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FXParticleSystemTemplate="JapanVehicleDamagedFire"
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FollowBone="true" />
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</ModelConditionState>
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|
<AnimationState
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ParseCondStateType="PARSE_DEFAULT"
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Flags="RESTART_ANIM_WHEN_COMPLETE"
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AllowRepeatInRandomPick="true"
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StateName="STATE_bored">
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<Animation
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AnimationName="JUAntiVehicleVehicleTech3_BIDA"
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AnimationMode="ONCE"
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AnimationBlendTime="15"
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AnimationPriority="80" />
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<Animation
|
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AnimationName="JUAntiVehicleVehicleTech3_BIFA"
|
|
AnimationMode="ONCE"
|
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AnimationBlendTime="15"
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AnimationPriority="80" />
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<Script>
|
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Prev = CurDrawablePrevAnimationState()
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if Prev == "STATE_SelectedPose" then
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CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
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end
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</Script>
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="AFFECTED_BY_EMP"
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StateName="STATE_EMP">
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<Animation
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AnimationName="JUAntiVehicleVehicleTech3_BIDA"
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AnimationMode="ONCE"
|
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AnimationBlendTime="15"
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AnimationPriority="80" />
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<Animation
|
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AnimationName="JUAntiVehicleVehicleTech3_BIFA"
|
|
AnimationMode="ONCE"
|
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AnimationBlendTime="15"
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AnimationPriority="80" />
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<Script>
|
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Prev = CurDrawablePrevAnimationState()
|
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if Prev == "STATE_SelectedPose" then
|
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CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
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end
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</Script>
|
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</AnimationState>
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|
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<AnimationState
|
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ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="MOVING USER_6"
|
|
Flags="RANDOMSTART">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_RUNA"
|
|
AnimationMode="LOOP"
|
|
AnimationBlendTime="10"
|
|
Distance="100" />
|
|
<FXEvent
|
|
Frame="10"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootL" />
|
|
<FXEvent
|
|
Frame="22"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootR" />
|
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</AnimationState>
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<!-- go from user_6 to user_5 once u hit the target-->
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="PACKING_TYPE_1">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_ATKB"
|
|
AnimationMode="ONCE"
|
|
AnimationBlendTime="10"/>
|
|
<FXEvent
|
|
Frame="10"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootL" />
|
|
<FXEvent
|
|
Frame="22"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootR" />
|
|
</AnimationState>
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="DYING">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_DIEA"
|
|
AnimationMode="ONCE" />
|
|
</AnimationState>
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="COMING_OUT_OF_FACTORY">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_WLKB"
|
|
AnimationMode="LOOP"
|
|
AnimationBlendTime="0"
|
|
Distance="85" />
|
|
<FXEvent
|
|
Frame="3"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootL" />
|
|
<FXEvent
|
|
Frame="26"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootR" />
|
|
</AnimationState>
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="MOVING"
|
|
Flags="RANDOMSTART">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_WLKA"
|
|
AnimationMode="LOOP"
|
|
AnimationBlendTime="15"
|
|
Distance="85" />
|
|
<FXEvent
|
|
Frame="3"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootL" />
|
|
<FXEvent
|
|
Frame="26"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootR" />
|
|
|
|
</AnimationState>
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="PREATTACK_A"
|
|
FrameForPristineBonePositions="1">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_ATKC"
|
|
AnimationMode="ONCE" />
|
|
</AnimationState>
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="FIRING_OR_RELOADING_A"
|
|
FrameForPristineBonePositions="1">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_ATKA"
|
|
AnimationMode="LOOP" />
|
|
</AnimationState>
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="ATTACKING"
|
|
StateName="STATE_SelectedPose">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_ATKA"
|
|
AnimationMode="LOOP" />
|
|
</AnimationState>
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="ENGAGED">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_AIDA"
|
|
AnimationMode="LOOP" />
|
|
</AnimationState>
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_NORMAL"
|
|
ConditionsYes="SELECTED"
|
|
StateName="STATE_SelectedPose"
|
|
Flags="RESTART_ANIM_WHEN_COMPLETE" >
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_AIDA"
|
|
AnimationMode="ONCE"
|
|
AnimationBlendTime="15" />
|
|
<Script>
|
|
Prev = CurDrawablePrevAnimationState()
|
|
if Prev == "STATE_bored" or Prev == "State_EMP" then
|
|
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
|
|
end
|
|
</Script>
|
|
</AnimationState>
|
|
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_TRANSITION"
|
|
StateName="TRANS_IdleToSelected">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_BATA"
|
|
AnimationMode="ONCE"
|
|
AnimationBlendTime="15" />
|
|
<FXEvent
|
|
Frame="16"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootL" />
|
|
<FXEvent
|
|
Frame="37"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootR" />
|
|
</AnimationState>
|
|
|
|
<AnimationState
|
|
ParseCondStateType="PARSE_TRANSITION"
|
|
StateName="TRANS_SelectedToIdle">
|
|
<Animation
|
|
AnimationName="JUAntiVehicleVehicleTech3_ABTA"
|
|
AnimationMode="ONCE"
|
|
AnimationBlendTime="15" />
|
|
<FXEvent
|
|
Frame="45"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootL" />
|
|
<FXEvent
|
|
Frame="20"
|
|
FireWhenSkipped="true"
|
|
Effect="FX_JapanFP"
|
|
Bone="B_FootR" />
|
|
</AnimationState>
|
|
</ScriptedModelDraw>
|
|
|
|
|
|
<LaserDraw
|
|
id="ModuleTag_LaserDraw1"
|
|
Texture1_UTile="1"
|
|
Texture1_VTile=".2"
|
|
Texture1_UScrollRate="0"
|
|
Texture1_VScrollRate="1"
|
|
Texture1_NumFrames="1"
|
|
Texture1_FrameRate="30"
|
|
Texture2_UTile="1"
|
|
Texture2_VTile=".8"
|
|
Texture2_UScrollRate="0"
|
|
Texture2_VScrollRate="1"
|
|
Texture2_NumFrames="1"
|
|
Texture2_FrameRate="30"
|
|
LaserWidth="10"
|
|
LaserStateID="101">
|
|
<FXShader
|
|
ShaderName="Laser.fx"
|
|
TechniqueIndex="0">
|
|
<Constants>
|
|
<Texture
|
|
Name="Texture1">
|
|
<Value>FXJapanLaser</Value>
|
|
</Texture>
|
|
<Texture
|
|
Name="Texture2">
|
|
<Value>FXJapanOverlay</Value>
|
|
</Texture>
|
|
<Float Name="ColorEmissive">
|
|
<Value>5.000000</Value>
|
|
<Value>5.000000</Value>
|
|
<Value>5.000000</Value>
|
|
</Float>
|
|
</Constants>
|
|
</FXShader>
|
|
<ObjectStatusValidation
|
|
ForbiddenStatus="WEAPON_UPGRADED_01" />
|
|
</LaserDraw>
|
|
|
|
<LaserDraw
|
|
id="ModuleTag_LaserDraw2"
|
|
Texture1_UTile="1"
|
|
Texture1_VTile=".2"
|
|
Texture1_UScrollRate="0"
|
|
Texture1_VScrollRate="1"
|
|
Texture1_NumFrames="1"
|
|
Texture1_FrameRate="30"
|
|
Texture2_UTile="1"
|
|
Texture2_VTile="1"
|
|
Texture2_UScrollRate="0"
|
|
Texture2_VScrollRate="1"
|
|
Texture2_NumFrames="1"
|
|
Texture2_FrameRate="30"
|
|
LaserWidth="10"
|
|
LaserStateID="102">
|
|
<FXShader
|
|
ShaderName="Laser.fx"
|
|
TechniqueIndex="0">
|
|
<Constants>
|
|
<Texture
|
|
Name="Texture1">
|
|
<Value>FXJapanLaser</Value>
|
|
</Texture>
|
|
<Texture
|
|
Name="Texture2">
|
|
<Value>FXJapanOverlay</Value>
|
|
</Texture>
|
|
<Float Name="ColorEmissive">
|
|
<Value>5.000000</Value>
|
|
<Value>5.000000</Value>
|
|
<Value>5.000000</Value>
|
|
</Float>
|
|
</Constants>
|
|
</FXShader>
|
|
<ObjectStatusValidation
|
|
ForbiddenStatus="WEAPON_UPGRADED_01" />
|
|
</LaserDraw>
|
|
|
|
<!-- Veterancy -->
|
|
|
|
<LaserDraw
|
|
id="ModuleTag_LaserDraw1_Veterancy"
|
|
Texture1_UTile="1"
|
|
Texture1_VTile=".2"
|
|
Texture1_UScrollRate="0"
|
|
Texture1_VScrollRate="1"
|
|
Texture1_NumFrames="1"
|
|
Texture1_FrameRate="30"
|
|
Texture2_UTile="1"
|
|
Texture2_VTile="0.9"
|
|
Texture2_UScrollRate="0"
|
|
Texture2_VScrollRate="1"
|
|
Texture2_NumFrames="1"
|
|
Texture2_FrameRate="30"
|
|
LaserWidth="15"
|
|
LaserStateID="103">
|
|
<FXShader
|
|
ShaderName="Laser.fx"
|
|
TechniqueIndex="0">
|
|
<Constants>
|
|
<Texture
|
|
Name="Texture1">
|
|
<Value>FXJapanLaser_Vet</Value>
|
|
</Texture>
|
|
<Texture
|
|
Name="Texture2">
|
|
<Value>FXJapanOverlay_Vet</Value>
|
|
</Texture>
|
|
<Float Name="ColorEmissive">
|
|
<Value>5.000000</Value>
|
|
<Value>5.000000</Value>
|
|
<Value>5.000000</Value>
|
|
</Float>
|
|
</Constants>
|
|
</FXShader>
|
|
<ObjectStatusValidation
|
|
RequiredStatus="WEAPON_UPGRADED_01" />
|
|
</LaserDraw>
|
|
|
|
<LaserDraw
|
|
id="ModuleTag_LaserDraw2_Veterancy"
|
|
Texture1_UTile="1"
|
|
Texture1_VTile=".2"
|
|
Texture1_UScrollRate="0"
|
|
Texture1_VScrollRate="1"
|
|
Texture1_NumFrames="1"
|
|
Texture1_FrameRate="30"
|
|
Texture2_UTile="1"
|
|
Texture2_VTile="0.8"
|
|
Texture2_UScrollRate="0"
|
|
Texture2_VScrollRate="1"
|
|
Texture2_NumFrames="1"
|
|
Texture2_FrameRate="30"
|
|
LaserWidth="15"
|
|
LaserStateID="104">
|
|
<FXShader
|
|
ShaderName="Laser.fx"
|
|
TechniqueIndex="0">
|
|
<Constants>
|
|
<Texture
|
|
Name="Texture1">
|
|
<Value>FXJapanLaser_Vet</Value>
|
|
</Texture>
|
|
<Texture
|
|
Name="Texture2">
|
|
<Value>FXJapanOverlay_Vet</Value>
|
|
</Texture>
|
|
<Float Name="ColorEmissive">
|
|
<Value>5.000000</Value>
|
|
<Value>5.000000</Value>
|
|
<Value>5.000000</Value>
|
|
</Float>
|
|
</Constants>
|
|
</FXShader>
|
|
<ObjectStatusValidation
|
|
RequiredStatus="WEAPON_UPGRADED_01" />
|
|
</LaserDraw>
|
|
|
|
</Draws>
|
|
<Behaviors>
|
|
<WeaponSetUpdate
|
|
id="ModuleTag_WeaponSetUpdate">
|
|
<WeaponSlotHardpoint
|
|
ID="1">
|
|
<Weapon
|
|
Ordering="PRIMARY_WEAPON"
|
|
Template="weapon_specialpowerweapon"/>
|
|
|
|
</WeaponSlotHardpoint>
|
|
<!--WeaponSlotHardpoint
|
|
ID="1">
|
|
<Weapon
|
|
Ordering="PRIMARY_WEAPON"
|
|
Template="JapanAntiVehicleVehicleTech3BeamWeapon"
|
|
ForbiddenObjectStatus="SPECIALABILITY_ACTIVE"/>
|
|
<Weapon
|
|
Ordering="PRIMARY_WEAPON"
|
|
Template="JapanAntiVehicleVehicleTech3RushAttackWeapon"
|
|
ObjectStatus="SPECIALABILITY_ACTIVE"/>
|
|
</WeaponSlotHardpoint-->
|
|
|
|
</WeaponSetUpdate>
|
|
|
|
<LaserState
|
|
id="ModuleTag_LaserState01"
|
|
LaserId="101"
|
|
OriginBoneName="FX01">
|
|
<EndOffset y="2.5"/>
|
|
<LaserEndParticleSystem>JapanOniLaserHitFlash</LaserEndParticleSystem>
|
|
<LaserEndParticleSystem>JapanOniLaserHitLight</LaserEndParticleSystem>
|
|
<LaserEndParticleSystem>JapanOniLaserHitMolt</LaserEndParticleSystem>
|
|
</LaserState>
|
|
<LaserState
|
|
id="ModuleTag_LaserState02"
|
|
LaserId="102"
|
|
OriginBoneName="FX02">
|
|
<EndOffset y="-2.5"/>
|
|
<LaserEndParticleSystem>JapanOniLaserHitFlash</LaserEndParticleSystem>
|
|
<LaserEndParticleSystem>JapanOniLaserHitLight</LaserEndParticleSystem>
|
|
<LaserEndParticleSystem>JapanOniLaserHitMolt</LaserEndParticleSystem>
|
|
</LaserState>
|
|
|
|
<!-- VETERAN LASER STATE -->
|
|
<LaserState
|
|
id="ModuleTag_LaserState01_Veterancy"
|
|
LaserId="103"
|
|
OriginBoneName="FX01">
|
|
<EndOffset y="2.5"/>
|
|
<LaserEndParticleSystem>JapanOniLaserHitFlash_Vet</LaserEndParticleSystem>
|
|
<LaserEndParticleSystem>JapanOniLaserHitLight_Vet</LaserEndParticleSystem>
|
|
<LaserEndParticleSystem>JapanOniLaserHitMolt_Vet</LaserEndParticleSystem>
|
|
</LaserState>
|
|
<LaserState
|
|
id="ModuleTag_LaserState02_Veterancy"
|
|
LaserId="104"
|
|
OriginBoneName="FX02">
|
|
<EndOffset y="-2.5"/>
|
|
<LaserEndParticleSystem>JapanOniLaserHitFlash_Vet</LaserEndParticleSystem>
|
|
<LaserEndParticleSystem>JapanOniLaserHitLight_Vet</LaserEndParticleSystem>
|
|
<LaserEndParticleSystem>JapanOniLaserHitMolt_Vet</LaserEndParticleSystem>
|
|
</LaserState>
|
|
|
|
<!-- NOTE: Set the ModelCondition attribute in MovementSpecialPower to set the BULL RUSH! animation -->
|
|
<MovementSpecialPower
|
|
id="ModuleTag_ActivateEvasiveManeuverSpecialPower"
|
|
SpecialPowerTemplate="SpecialPower_TriggerRushAttack"
|
|
AttributeModifier="AttributeModifier_JapanAntiVehicleVehicleTech3RushAttack"
|
|
AttributeModifierAffectsSelf="true"
|
|
MovementType="TARGETED"
|
|
Duration="4s"
|
|
ModelCondition="USER_6"
|
|
ObjectStatus="SPECIALABILITY_ACTIVE NO_SQUISHCOLLIDE_DELAY"
|
|
LocomotorSet="NORMAL_UPGRADED"/>
|
|
|
|
<!--<AttributeModifier
|
|
id="AttributeModifier_JapanAntiVehicleVehicleTech3RushAttack"
|
|
Duration="5s"
|
|
ObjectStatusToSet="UNDER_RUSH_ATTACK">
|
|
<Modifier Type="SPEED" Value="200%" />
|
|
<Modifier Type="SUPPRESSABILITY" Value="99999"/>
|
|
</AttributeModifier>-->
|
|
|
|
<!--<SpecialPowerTemplate
|
|
id="SpecialPower_TriggerRushAttack"
|
|
ReloadTime="60s"
|
|
TargetType="OBJECT_OR_LOCATION"
|
|
NameOfVoiceNameToUseAsInitiateIntendToDoVoice="VoiceBullRush"
|
|
Flags="PATHABLE_ONLY NEEDS_OBJECT_FILTER CANNOT_LEAVE_ENCLOSURE CANNOT_TARGET_SELF TREAT_BRIDGES_AS_LOCATIONS"
|
|
MaxCastRange="300"
|
|
MinCastRange="50"
|
|
WaypointModeTerminal="false" >
|
|
<ObjectFilter
|
|
Rule="ANY"
|
|
Relationship="ALLIES ENEMIES NEUTRAL"
|
|
Include="INFANTRY VEHICLE HUGE_VEHICLE STRUCTURE"
|
|
Exclude="SHIP AIRCRAFT ORE_NODE BRIDGE BRIDGE_SEGMENT BRIDGE_ENDCAP BRIDGE_GATEHOUSE"
|
|
StatusBitFlagsExclude="AIRBORNE_TARGET OVER_WATER WATER_LOCOMOTOR_ACTIVE NOT_IN_WORLD UNDER_IRON_CURTAIN"/>
|
|
</SpecialPowerTemplate>-->
|
|
|
|
<Physics
|
|
id="ModuleTag_Physics" />
|
|
<CreateObjectDie
|
|
id="ModuleTag_CreateObjectDie"
|
|
CreationList="JUAntiVehicleVehicleTech3_Die_OCL">
|
|
<DieMuxData
|
|
DeathTypes="ALL" />
|
|
</CreateObjectDie>
|
|
<SlowDeath
|
|
id="ModuleTag_Death"
|
|
SinkDelay="3s"
|
|
SinkRate="1.0"
|
|
DestructionDelay="7s">
|
|
<DieMuxData
|
|
DeathTypes="ALL"
|
|
DeathTypesForbidden="SUPERNATURAL" />
|
|
<!-- <Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" /> -->
|
|
</SlowDeath>
|
|
<DestroyDie
|
|
id="ModuleTag_VacuumBombDie">
|
|
<DieMuxData
|
|
DeathTypes="SUPERNATURAL" />
|
|
</DestroyDie>
|
|
<FXListBehavior
|
|
id="ModuleTag_FXList">
|
|
<DieMuxData
|
|
DeathTypes="ALL" />
|
|
<Event
|
|
Index="onDeath"
|
|
FX="FX_JapanVehicleLargeDie" />
|
|
</FXListBehavior>
|
|
<StatusBitsUpgrade
|
|
id="ModuleTag_VeterancyUpgrade"
|
|
StatusToSet="WEAPON_UPGRADED_01">
|
|
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
|
|
</StatusBitsUpgrade>
|
|
|
|
<!-- Enhanced Kamikaze Player Power -->
|
|
<xi:include
|
|
href="DATA:Includes/JapanEnhancedKamikazeUpgradeStatus.xml" />
|
|
<xi:include
|
|
href="DATA:Includes/JapanEnhancedKamikazeUpgradeDeathWeapon.xml" />
|
|
<!-- 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>
|
|
<AI>
|
|
<AIUpdate
|
|
id="ModuleTag_AI"
|
|
AutoAcquireEnemiesWhenIdle="YES"
|
|
StateMachine="UnitAIStateMachine">
|
|
<UnitAITargetChooserData
|
|
IdleScanDelay="=$FAST_IDLE_SCAN_DELAY" />
|
|
</AIUpdate>
|
|
</AI>
|
|
<Body>
|
|
<ActiveBody
|
|
id="ModuleTag_Body"
|
|
MaxHealth="3000" />
|
|
</Body>
|
|
<ClientBehaviors>
|
|
<ModelConditionAudioLoopClientBehavior id="ModuleTag_ShrunkenVoice">
|
|
<ModelConditionSound Sound="JAP_KingOni_VoiceShrunken" RequiredFlags="SHRINK_EFFECT" />
|
|
</ModelConditionAudioLoopClientBehavior>
|
|
<AnimationSoundClientBehavior id="ModuleTag_AnimationSounds">
|
|
<Sound Sound="JAP_KingOni_Footstep1ForSelect" Animation="JUAntiVehicleVehicleTech3_BATA" Frame="14" />
|
|
<Sound Sound="JAP_KingOni_Footstep2ForSelect" Animation="JUAntiVehicleVehicleTech3_BATA" Frame="35" />
|
|
<Sound Sound="JAP_KingOni_FistHitsPalm" Animation="JUAntiVehicleVehicleTech3_BATA" Frame="26" />
|
|
<Sound Sound="JAP_KingOni_Footstep" Animation="JUAntiVehicleVehicleTech3_ATKB" Frame="1 4 32 40" />
|
|
<Sound Sound="JAP_KingOni_Punch" Animation="JUAntiVehicleVehicleTech3_ATKB" Frame="6" />
|
|
<Sound Sound="JAP_KingOni_Footstep" Animation="JUAntiVehicleVehicleTech3_WLKA" Frame="0 22" />
|
|
<Sound Sound="JAP_KingOni_Footstep" Animation="JUAntiVehicleVehicleTech3_WLKB" Frame="1 24" />
|
|
<Sound Sound="JAP_KingOni_Footstep" Animation="JUAntiVehicleVehicleTech3_RUNA" Frame="1 16" />
|
|
<Sound Sound="JAP_KingOni_Motor" Animation="JUAntiVehicleVehicleTech3_WLKA" Frame="13 36" />
|
|
<Sound Sound="JAP_KingOni_Motor" Animation="JUAntiVehicleVehicleTech3_WLKB" Frame="12 35" />
|
|
<Sound Sound="JAP_KingOni_Motor" Animation="JUAntiVehicleVehicleTech3_RUNA" Frame="7 22" />
|
|
<Sound Sound="JAP_KingOni_Unselect" Animation="JUAntiVehicleVehicleTech3_ABTA" Frame="1" />
|
|
<Sound Sound="JAP_KingOni_FootstepForStand" Animation="JUAntiVehicleVehicleTech3_ABTA" Frame="44" />
|
|
<Sound Sound="JAP_KingOni_DieImpact" Animation="JUAntiVehicleVehicleTech3_DIEA" Frame="9 12" />
|
|
</AnimationSoundClientBehavior>
|
|
</ClientBehaviors>
|
|
<Geometry>
|
|
<Shape
|
|
Type="CYLINDER"
|
|
MajorRadius="20.0"
|
|
Height="50.0"
|
|
ContactPointGeneration="INFANTRY"/>
|
|
</Geometry>
|
|
<AudioArrayVoice>
|
|
<AudioEntry Sound="JAP_KingOni_VoiceAttack" AudioType="voiceAttack" />
|
|
<AudioEntry Sound="JAP_KingOni_VoiceCreate" AudioType="voiceCreated" />
|
|
<AudioEntry Sound="JAP_KingOni_VoiceMove" AudioType="voiceMove" />
|
|
<AudioEntry Sound="JAP_KingOni_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
|
|
<AudioEntry Sound="JAP_KingOni_VoiceRetreat" AudioType="voiceRetreatToCastle" />
|
|
<AudioEntry Sound="JAP_KingOni_VoiceSelectMS" AudioType="voiceSelect" />
|
|
<AudioEntry Sound="JAP_KingOni_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
|
|
<AudioEntry Sound="JAP_KingOni_VoiceSelectUnderFireMS" AudioType="voiceSelectUnderFire" />
|
|
<NamedEntry Sound="JAP_KingOni_VoiceBullRush" Name="VoiceBullRush" />
|
|
</AudioArrayVoice>
|
|
<AudioArraySound>
|
|
<AudioEntry Sound="JAP_KingOni_MoveStart" AudioType="soundMoveStart" />
|
|
<AudioEntry Sound="JAP_KingOni_IdleLoop" AudioType="soundAmbient" />
|
|
<AudioEntry Sound="VehicleCrush" AudioType="soundCrushing" />
|
|
</AudioArraySound>
|
|
<VisionInfo
|
|
VisionRange="200"
|
|
ShroudClearingRange="=$STANDARD_SHROUD_CLEAR" />
|
|
<CrusherInfo
|
|
CrusherLevel="20"
|
|
CrushableLevel="31">
|
|
<ExtraCrushLevels CrusherLevel="31" CrushableLevel="31" ModelConditionMatch="USER_6" />
|
|
</CrusherInfo>
|
|
</GameObject>
|
|
</AssetDeclaration>
|