ABU/data/yukitsuki/Test/JapanAntiVehicleVehicleTech3.xml
KiritsuguTG 5c46d84ca4 origin
2022-02-14 13:43:02 +08:00

795 lines
24 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_SKN.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_AIDA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_ATKA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_BIDA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_BIFA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_ABTA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_BATA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_DIEA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_WLKA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_RUNA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_ATKB.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_WLKB.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_ATKC.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_D.xml" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_DIE_SKN.w3x" />
<Include
type="all"
source="ART:FXJapFP.xml" />
<Include
type="all"
source="ART:FXJapanLaser.xml" />
<Include
type="all"
source="ART:FXJapanLaser_Vet.xml" />
<Include
type="all"
source="ART:FXJapanOverlay.xml" />
<Include
type="all"
source="ART:FXJapanOverlay_Vet.xml" />
<Include type="all" source="ART:FXAlliedPrismBeam.xml" />
<Include type="all" source="ART:FXspotlight.w3x" />
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>
<!-- aka KingOni King Oni -->
<GameObject
id="JapanAntiVehicleVehicleTech3"
inheritFrom="BaseVehicle"
SelectPortrait="Portrait_JapanAntiVehicleVehicleTech3"
ButtonImage="Button_JapanAntiVehicleVehicleTech3"
Side="Japan"
SubGroupPriority="340"
EditorSorting="UNIT"
TransportSlotCount="10"
BuildTime="0"
JustBuiltTime="1.5s"
CommandSet="JapanAntiVehicleVehicleTech3CommandSet"
KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_BE_FAVORITE_UNIT T3_UNIT"
WeaponCategory="CANNON"
VoicePriority="188"
EditorName="JapanAntiVehicleVehicleTech3"
Description="Desc:JapanAntiVehicleVehicleTech3"
TypeDescription="Type:JapanAntiVehicleVehicleTech3"
HealthBoxHeightOffset="30"
UnitIntro="Japan_KingOni_UnitIntro">
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanAntiVehicleVehicleTech3</DisplayName>
<GameDependency>
<NeededUpgrade>Upgrade_JapanWarFactoryTech3</NeededUpgrade>
</GameDependency>
<ObjectResourceInfo>
<BuildCost Account="=$ACCOUNT_ORE" Amount="2000"/>
</ObjectResourceInfo>
<ArmorSet
Armor="JapanAntiVehicleVehicleTech3Armor"
DamageFX="VehicleDamageFX" />
<LocomotorSet
Locomotor="JapanAntiVehicleVehicleTech3Locomotor"
Condition="NORMAL"
Speed="65.0" />
<!-- The Rush locomotor speed is the same as the normal locomotor speed, all increases handled by attribute modifiers -->
<LocomotorSet
Locomotor="JapanAntiVehicleVehicleTech3RushAttackLocomotor"
Condition="NORMAL_UPGRADED"
Speed="85.0" />
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
ExtraPublicBone="B_SPINE01">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="JUAntiVehicleVehicleTech3_SKN" />
<Turret
TurretNameKey="Turret"
TurretID="1" />
<WeaponFireFXBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX01" />
<WeaponRecoilBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX01" />
<WeaponLaunchBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX01" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FORMATION_PREVIEW">
<Model
Name="JUAntiVehicleVehicleTech3_SKN" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="DYING">
<Model
Name="JUAntiVehicleVehicleTech3_DIE_SKN" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="DAMAGED">
<Model
Name="JUAntiVehicleVehicleTech3_SKN" />
<ParticleSysBone
BoneName="B_UARML"
FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="REALLYDAMAGED">
<Model
Name="JUAntiVehicleVehicleTech3_SKN" />
<Texture
Original="JUAntiVehicleVehicleTech3"
New="JUAntiVehicleVehicleTech3_D" />
<ParticleSysBone
BoneName="B_UARML"
FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
FollowBone="true" />
<ParticleSysBone
BoneName="B_UARML"
FXParticleSystemTemplate="JapanVehicleDamagedSparks"
FollowBone="true" />
<ParticleSysBone
BoneName="B_UARML"
FXParticleSystemTemplate="JapanVehicleDamagedFire"
FollowBone="true" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT"
Flags="RESTART_ANIM_WHEN_COMPLETE"
AllowRepeatInRandomPick="true"
StateName="STATE_bored">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BIDA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80" />
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BIFA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_SelectedPose" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="AFFECTED_BY_EMP"
StateName="STATE_EMP">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BIDA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80" />
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BIFA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_SelectedPose" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
</Script>
</AnimationState>
<AnimationState
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" />
</AnimationState>
<!-- go from user_6 to user_5 once u hit the target-->
<AnimationState
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>