狙击手:
Object ChinaInfantrySniperTeamSniper
; *** ART Parameters ***
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaChemicalSuits
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AIPFDR_SKN
IdleAnimation = AIPFDR_SKL.AIPFDR_STA
IdleAnimation = AIPFDR_SKL.AIPFDR_IDA
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Standing
End
AliasConditionState = REALLYDAMAGED
ConditionState = MOVING
Animation = AIPFDR_SKL.AIPFDR_RNA 25
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Standing
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING REALLYDAMAGED
ConditionState = FIRING_A
Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position
AnimationMode = ONCE
TransitionKey = TRANS_FiringA
End
AliasConditionState = FIRING_A MOVING
AliasConditionState = FIRING_A MOVING REALLYDAMAGED
AliasConditionState = FIRING_A REALLYDAMAGED
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position
AnimationMode = ONCE
WaitForStateToFinishIfPossible = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = RELOADING_A
AliasConditionState = RELOADING_A REALLYDAMAGED
ConditionState = DYING
Animation = AIPFDR_SKL.AIPFDR_DTA
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIPFDR_SKL.AIPFDR_ADTA1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = AIPFDR_SKL.AIPFDR_ADTA2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = AIPFDR_SKL.AIPFDR_ADTA3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = FREEFALL
Animation = AIPFDR_SKL.AIPFDR_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AIPFDR_SKL.AIPFDR_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
;our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIPFDR_SKL.AIPFDR_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
;our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Standing
Animation = AIPFDR_SKL.AIPFDR_PTD
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT athfinder
Side = China
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not
transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY USAPathfinderSniperRifle
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 200
ShroudClearingRange = 400
Prerequisites
Object = AmericaBarracks
Science = SCIENCE_Pathfinder
End
BuildCost = 600
BuildTime = 10.0 ;in seconds
ExperienceValue = 40 40 60 80 ;Experience point value at each level
ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaInfantryPathfinderCommandSet
;**** AUDIO Parameters ************************
VoiceSelect = PathfinderVoiceSelect
VoiceMove = PathfinderVoiceMove
VoiceGuard = PathfinderVoiceMove
VoiceAttack = PathfinderVoiceAttack
VoiceFear = PathfinderVoiceFear
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = PathfinderVoiceFear
UnitSpecificSounds
VoiceCreate = PathfinderVoiceCreate
VoiceGarrison = PathfinderVoiceGarrison
VoiceEnter = PathfinderVoiceMove
VoiceEnterHostile = PathfinderVoiceMove
VoiceGetHealed = PathfinderVoiceMove
End
; *** ENGINEERING Parameters ***
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaChemicalSuits
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY
STEALTH_GARRISON IGNORED_IN_GUI SCORE CANNOT_RETALIATE
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes Stealthed
MoodAttackCheckRate = 250
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing
station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Locomotor = SET_NORMAL RedguardLocomotor
Behavior = PhysicsBehavior ModuleTag_06
Mass = 5.0
End
Behavior = MobMemberSlavedUpdate ModuleTag_07
MustCatchUpRadius = 80
NoNeedToCatchUpRadius = 40
Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End
Behavior = StealthDetectorUpdate ModuleTag_08
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out
of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = StealthUpdate ModuleTag_09
StealthDelay = 0 ; msec
StealthForbiddenConditions = MOVING ; stays stealthy while attacking
FriendlyOpacityMin = 30.0%
FriendlyOpacityMax = 80.0%
PulseFrequency = 500 ; msec
MoveThresholdSpeed = 3
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = SquishCollide ModuleTag_10
;nothing
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -
POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_PathfinderDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_PathfinderDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it
use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_13
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End |