New units and new abilities for all factions, new structures, new tech tree, new support powers, new super-weapons, new multi-player colors, new sounds, new crates.

Report abuse Soviet Stealth Bomber code file
Filename
SovietStealthBomber.xml
Type
Source Code
Uploader
Borg.Overmind
Date
Dec 29th, 2012
Size
0.01mb (9,132 bytes)
Downloads
137 (1 today)
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Description

XML file for Soviet Stealth Bomber. I posted this because it was requested by a modder. If anyone wants to know about the main file's related content, go ahead and ask.


Actual file code:
<!--?xml version="1.0" encoding="utf-8"?-->

code:
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset: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:SUSupportBomber.w3x" />

    <!-- Base Object -->
    <Include
      type="instance"
      source="DATA:BaseObjects/BaseVehicle.xml" />
  </Includes>
  <GameObject
    id="SovietStealthBomber"
    inheritFrom="BaseVehicle"
    SelectPortrait="Portrait_StealthBomber"
    ButtonImage="Button_StealthBomber"
    Side="Soviets"
    SubGroupPriority="730"
    EditorSorting="UNIT"
    BuildTime="20"
    CommandSet="AlliedBomberAircraftCommandSet"
    KindOf="CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE SCORE AIRCRAFT VEHICLE BOMBER_AIRCRAFT LINE_OF_SIGHT_IGNORES_BUILDINGS T3_UNIT CAN_BE_FAVORITE_UNIT AIRCRAFT_TRANSPORT_ONLY_GARRISONABLE_WHILE_PARKED LIMITED_PRODUCTION_AIRCRAFT TRANSPORT"
    RadarPriority="UNIT"
    ThreatLevel="10"
    ProductionQueueType="AIRCRAFT"
    UnitCategory="AIRCRAFT"
    WeaponCategory="MISSILE"
    VoicePriority="148"
    EditorName="AlliedBomberAircraft"
    Description="Desc:SSBomberAircraft"
    TypeDescription="Type:SSBomberAircraft"
    HealthBoxHeightOffset="20"
    UnitIntro="Allied_CenturyBomber_UnitIntro">
    <DisplayName xai:joinAction="Replace">Name:SSBomberAircraft</DisplayName>
    <GameDependency>
      <RequiredObject>SovietPowerPlantAdvanced</RequiredObject>
    </GameDependency>
    <ObjectResourceInfo>
      <BuildCost Account="=$ACCOUNT_ORE" Amount="2000"/>
    </ObjectResourceInfo>
    <ArmorSet
      Armor="AlliedBomberAircraftArmor"
      DamageFX="AircraftDamageFX" />
    <LocomotorSet
      id="AlliedBomberAircraftLocomotor"
      Locomotor="AlliedBomberAircraftLocomotor"
      Condition="NORMAL"
      Speed="100" />
    <LocomotorSet
      id="AlliedBomberAircraftTaxiLocomotor"
      Locomotor="BasicHelicopterTaxiLocomotor"
      Condition="TAXIING"
      Speed="30" />
   
    <!-- Need ConquerMetricsOverrideDefendingAntiMask or else the TAXIING locomotor will make the AI try to build anti-ground units against this -->
    <SkirmishAIInformation
      UnitBuilderStandardCombatUnit="true"
      ConquerMetricsOverrideDefendingAntiMask="ANTI_AIRBORNE_VEHICLE" />
    <Draws>
      <ScriptedModelDraw
        id="ModuleTag_Draw"
        OkToChangeModelColor="true"
        ExtraPublicBone="SUSUPPORTBOMBER">
        <ModelConditionState
          ParseCondStateType="PARSE_DEFAULT">
          <Model
            Name="SUSupportBomber" />
          <WeaponLaunchBone
            WeaponSlotID="1"
            WeaponSlotType="PRIMARY_WEAPON"
            BoneName="SUSUPPORTBOMBER" />
                                  <ParticleSysBone
            BoneName="Box01"
            FXParticleSystemTemplate="SUBomberConTrail"
            FollowBone="true" />
                                  <ParticleSysBone
            BoneName="Box02"
            FXParticleSystemTemplate="SUBomberConTrail"
            FollowBone="true" />
                                  <ParticleSysBone
            BoneName="Box03"
            FXParticleSystemTemplate="SUBomberConTrail"
            FollowBone="true" />
                                  <ParticleSysBone
            BoneName="Box04"
            FXParticleSystemTemplate="SUBomberConTrail"
            FollowBone="true" />
        </ModelConditionState>
       
          <AnimationState
          ParseCondStateType="PARSE_DEFAULT"
          Flags="RANDOMSTART">
          <Animation
            AnimationName="SUSupportBomber"
            AnimationMode="LOOP" />
        </AnimationState>
       
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DAMAGED">
          <Model
            Name="SUSupportBomber" />
          <ParticleSysBone
            BoneName="none"
            FXParticleSystemTemplate="VehicleDamageSmoke"
            FollowBone="true" />
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="REALLYDAMAGED">
          <Model
            Name="SUSupportBomber" />
          <ParticleSysBone
            BoneName="none"
            FXParticleSystemTemplate="VehicleDamageSmoke"
            FollowBone="true" />
          <ParticleSysBone
            BoneName="none"
            FXParticleSystemTemplate="VehicleDamageFire"
            FollowBone="true" />
          <ParticleSysBone
            BoneName="none"
            FXParticleSystemTemplate="VehicleDamageFire02"
            FollowBone="true" />
        </ModelConditionState>
      </ScriptedModelDraw>

    </Draws>
    <Behaviors>
      <WeaponSetUpdate
        id="ModuleTag_WeaponSetUpdate">
        <WeaponSlotHardpoint
          ID="1">
          <Weapon
            Ordering="PRIMARY_WEAPON"
            Template="SovietStealthBomberAircraftBombWeapon"/>
        </WeaponSlotHardpoint>
      </WeaponSetUpdate>     
      <Physics
        id="ModuleTag_Physics"/>
            <InvisibilityUpdate  
                id="ModuleTag_InvisibilityUpdate"  
                InvisibilityTemplate="StealthBomberInvisibilityTemplate">  
                <RequiresNearbyObjectFilter />  
            </InvisibilityUpdate>  
 
            <InvisibilityBehavior  
                id="ModuleTag_InvisibilityBehavior"  
                InvisibilityTemplate="StealthBomberInvisibilityTemplate" />

      <CreateObjectDie
        id="ModuleTag_CreateObjectDie"
        CreationList="AUBomberAircraft_Dying_OCL">
        <DieMuxData
          DeathTypes="ALL"
          ExemptStatus="PARKED_AT_AIRFIELD"/>
      </CreateObjectDie>
      <CreateObjectDie
        id="ModuleTag_CreateObjectDieAtAirfield"
        CreationList="AUBomberAircraft_Die_OCL">
        <DieMuxData
          DeathTypes="ALL"
          RequiredStatus="PARKED_AT_AIRFIELD"/>
      </CreateObjectDie>
      <DynamicsUpdate
        id="ModuleTag_DefaultDynamicsUpdate"
        xai:joinAction="Remove" />
      <DestroyDie
        id="ModuleTag_Die">
        <DieMuxData
          DeathTypes="ALL" />
      </DestroyDie>
      <FXListBehavior
        id="ModuleTag_FXList">
        <DieMuxData
          DeathTypes="ALL" />
        <Event
          Index="onDeath"
          FX="FX_SOV_SupportBomberDieExplosion" />
      </FXListBehavior>
      <TransportContain
        id="ModuleTag_Contain"
        ObjectStatusOfContained="UNSELECTABLE ENCLOSED"
        ContainMax="5"
        AllowEnemiesInside="false"
        AllowAlliesInside="true"
        AllowNeutralInside="false"
        AllowOwnPlayerInsideOverride="true"
        ShowPips="true"
        EnterSound="VehicleEnter"
        ExitSound="ParachutingOutOfAirplane"
        KillPassengersOnDeath="true"
        ConditionForEntry="INVALID"
        ExtendedExitContainerChecks="true">
        <PassengerFilter
          Rule="ANY"
          Include="INFANTRY" />
        <DieMuxData
          DeathTypes="ALL" />
        <PassengerData
          BonePrefix="BONEGARRISON">
          <Filter
            Rule="NONE"
            Include="INFANTRY" />
        </PassengerData>
      </TransportContain>
      <SpecialPower
        id="ModuleTag_EjectPassengers"
        SpecialPowerTemplate="SpecialPower_EjectPassengersUntargeted"
        UpdateModuleStartsAttack="true" />
      <EjectPassengersSpecialAbilityUpdate
        id="ModuleTag_EjectPassengersUpdate"
        SpecialPowerTemplate="SpecialPower_EjectPassengersUntargeted"
        Height="150.0"
        TimePerPassenger=".5s"
        Radius="0"
        Options="RECONSTITUTE_STORED_COMMAND DO_NOT_DO_AI_SPECIAL_POWER"/>

                <AttributeModifierAuraUpdate  
                    id="ModuleTag_AttributeModifierSizeCorrectionStealthBomber"  
                    AttributeModifierName="AttributeMod_SizeCorrectionStealthBomber"  
                    AllowSelf="true"  
                    InitiallyActive="true" />
    </Behaviors>
    <AI>
      <JetAIUpdate
        id="ModuleTag_JetAIUpdate"
        AutoAcquireEnemiesWhenIdle="NO"
        NeedsRunway="false"
        KeepsParkingSpaceWhenAirborne="true"
        OutOfAmmoDamagePerSecond="1.5"
        CirclesForAttack="true"
        ReturnToBaseWhenVictimDead="true"
        StateMachine="JetAIStateMachine">
        <UnitAITargetChooserData
          CanPickDynamicTargets="false"
          CanPickDynamicTargetType="ATTACK_MOVE AGGRESSIVE_STANCE"
          CheckVisionRange="true"/>
      </JetAIUpdate>
    </AI>
    <Body>
      <ActiveBody
        id="ModuleTag_ActiveBody"
        MaxHealth="800" />
    </Body>
    <Geometry
      IsSmall="false">
      <Shape
        Type="BOX"
        MajorRadius="16.0"
        MinorRadius="30.0"
        Height="8.0"
        ContactPointGeneration="VEHICLE">
      </Shape>
    </Geometry>
    <AudioArrayVoice>
      <AudioEntry Sound="SovietStealthBomber_VoiceAttack" AudioType="voiceAttack" />
      <AudioEntry Sound="SovietStealthBomber_VoiceCreate" AudioType="voiceCreated" />
      <AudioEntry Sound="SovietStealthBomber_VoiceMove" AudioType="voiceMove" />
      <AudioEntry Sound="SovietStealthBomber_VoiceSelect" AudioType="voiceSelect" />
      <AudioEntry Sound="SovietStealthBomber_VoiceSelect" AudioType="voiceSelectUnderFire" />
    </AudioArrayVoice>
    <AudioArraySound>
      <AudioEntry Sound="ALL_CenturyBomber_MoveStart" AudioType="soundMoveStart" />
      <AudioEntry Sound="ALL_CenturyBomber_MoveLoop" AudioType="soundMoveLoop" />
    </AudioArraySound>
    <VisionInfo
      VisionRange="150"
      ShroudClearingRange="=$STANDARD_SHROUD_CLEAR" />
  </GameObject>
</AssetDeclaration>
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Soviet Stealth Bomber code file
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Platform
Windows
Developed By
Borg.Overmind
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Official Page
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Release Date
Released May 22, 2009
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MD5 Hash
b08c97a3d86d31cc8a9e4c94a99f6594
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