ABU/data/yukitsuki/weapon/BaseWeapon/Fx/Tina_SniperCharged_prop.xml
KiritsuguTG 5c46d84ca4 origin
2022-02-14 13:43:02 +08:00

108 lines
2.6 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:EX_JapanMissileGlow.w3x" />
</Includes>
<GameObject
id="Tina_SniperCharged_prop"
Side="Japan"
EditorSorting="SYSTEM"
KindOf="PROJECTILE SMALL_MISSILE DEFLECT_BY_SPECIAL_POWER NO_COLLIDE HIDE_IF_FOGGED"
EditorName="JapanAntiVehicleInfantryTech3MissileProjectile">
<ArmorSet
Armor="NoArmor" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_ScriptedModelDraw">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="EX_JapanMissileGlow" />
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="Tina_SniperCharged_propElectro"
FollowBone="true" />
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="Tina_SniperCharged_propShockWave"
FollowBone="true" />
</ModelConditionState>
</ScriptedModelDraw>
<!--
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="iriya_mahopro_fx_light"
FollowBone="true" />
-->
</Draws>
<Behaviors>
<FXListBehavior
id="ModuleTag_FXLists">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onDeath"
FX="FX_JapanMIRVHit" />
</FXListBehavior>
<DestroyDie
id="ModuleTag_Die">
<DieMuxData
DeathTypes="ALL" />
</DestroyDie>
<BezierProjectile
id="ModuleTag_BezierProjectileBehavior"
Flags="ORIENT_TO_FLIGHT_PATH DETONATE_CALLS_KILL PING_PONG_SIDEWAYS_DRIFT"
FirstHeightMin="0"
FirstHeightMax="0"
SecondHeightMin="0"
SecondHeightMax="0"
FirstPercentIndent="0"
SecondPercentIndent="0"
GroundHitFX="FX_JapanMIRVHit"
SidewaysDrift="0"
FlightPathAdjustDistPerSecond="100.0"
MaxDistanceToTravel="600.0"/>
<FireWeaponUpdate
id="ModuleTag_FireWeaponUpdate"
FireInterval="0.1s"
AliveOnly="true"
ActiveWhenDisabled="HELD">
<FireWeaponNugget
WeaponName="Tina_SniperCharged_flying"
OneShot="false" />
</FireWeaponUpdate>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AIUpdate"
AutoAcquireEnemiesWhenIdle="NO"
StateMachine="UnitAIStateMachine"/>
</AI>
<Body>
<ActiveBody
id="ModuleTag_ActiveBody"
MaxHealth="100.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="SPHERE"
MajorRadius="0.8"></Shape>
</Geometry>
<VisionInfo
VisionRange="0" />
</GameObject>
</AssetDeclaration>