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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
190 (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"?-->

<?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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