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;------------------------------------------------------------------------------
;Hood with 2 Machine Pistols

Object Demo_Mob2GunHoodlum

; *** ART Parameters ***
SelectPortrait = SACIAOff_L
Butt>

UpgradeCameo1 = Upgrade_GLAAPBullets

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedB>

DefaultConditionState
Model = UIPART_SKN
IdleAnimation = UIPART_SKL.UIPART_STA ;0 21
IdleAnimation = UIPART_SKL.UIPART_IDA
IdleAnimation = UIPART_SKL.UIPART_IDB
IdleAnimation = UIPART_SKL.UIPART_CHA
Animati /> Weap Muzzle
Weap MuzzleFX
Weap Muzzle
Weap MuzzleFX
Weap Muzzle
Weap Muzzle
Transiti /> End

ConditionState = FIRING_A
Animation = UIPART_SKL.UIPART_ATA
Animati /> Transiti /> End
AliasC /> AliasC /> AliasC /> AliasC /> AliasC>

; these aliases handle the attack-move case.
AliasC FIRING A
AliasC BETWEEN FIRING_SHOTS_A
AliasC RELOADING_A

AliasConditionState = MOVING FIRING_B
AliasC BETWEEN FIRING_SHOTS_B
AliasC RELOADING_B

ConditionState = FREEFALL
Animation = UIPART_SKL.UIPART_PFL
Animati /> Transiti /> End

ConditionState = PARACHUTING
Animation = UIPART_SKL.UIPART_PHG
Animati /> Transiti /> End
AliasC DYING


Transiti TRANS Chute
Animation = UIPART_SKL.UIPART_POP
Animati /> End

TransitionState = TRANS_Chute TRANS_Stand
Animation = UIPART_SKL.UIPART_PTD
Animati /> End

ConditionState = MOVING
Animation = UIPART_SKL.UIPART_RNA
Animati /> Flags = RANDOMSTART
Transiti /> End

ConditionState = DYING
Animation = UIPART_SKL.UIPART_DTA
Animation = UIPART_SKL.UIPART_DTB
Animati /> Transiti /> End
AliasC MOVING

ConditionState = DYING EXPLODED_FLAILING
Animation = UIPART_SKL.UIPART_ADTD2
Animati /> Transiti /> End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIPART_SKL.UIPART_ADTD1
Animati /> End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UIPART_SKL.UIPART_ADTD3
Animati /> Transiti /> End
AliasC SPLATTED

End


;**** DESIGN parameters ***

DisplayName = OBJECT:AngryMob
Side = GLADemolitionGeneral
EditorSorting = INFANTRY
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
C /> Weapon = PRIMARY QuadCannonGunUpgradeOne
Weapon = SECONDARY QuadCannonGunUpgradeOneAir
Weapon = TERTIARY BioHazardTechCleanHazardWeapon
PreferredAgainst = SECONDARY AIRCRAFT
PreferredAgainst = TERTIARY CLEANUP_HAZARD
End

WeaponSet
C /> Weapon = PRIMARY QuadCannonGunUpgradeTwo
Weapon = SECONDARY QuadCannonGunUpgradeTwoAir
Weapon = TERTIARY AmbulanceCleanHazardWeapon
PreferredAgainst = SECONDARY AIRCRAFT
PreferredAgainst = TERTIARY CLEANUP_HAZARD
End

ArmorSet
C /> Armor = InfGen_HumanArmor
DamageFX = InfantryDamageFX
End

VisionRange = 150
ShroudClearingRange = 350
BuildCost = 100
BuildTime = 0.0

ExperienceValue = 10 20 25 30 ;Experience point value at each level
ExperienceRequired = 0 100 200 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

; *** AUDIO Parameters ***
VoiceSelect = NoSound
VoiceMove = NoSound
VoiceAttack = NoSound

;**** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables

Body = ActiveBody BodyTag_01
MaxHealth = 180.0
InitialHealth = 180.0
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0
TurretPitchRate = 0
C SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = MobMemberSlavedUpdate ModuleTag_04
MustCatchUpRadius = 40
N /> Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End

Locomotor = SET_NORMAL JarmenKellLocomotor SaboteurCliffLocomotor
Locomotor = SET_WANDER AngryMobWanderLocomotor
Locomotor = SET_PANIC AngryMobPanicLocomotor SaboteurCliffLocomotor

Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End

Behavior = SquishCollide ModuleTag_08
;nothing
End

Behavior = WeaponSetUpgrade UpgradeTag_01
TriggeredBy = Upgrade_GLAArmTheMob Upgrade_AmericaAdvancedTraining
End

Behavior = WeaponBonusUpgrade UpgradeTag_02
TriggeredBy = Upgrade_GLAAPBullets Upgrade_AdvancedLasers
End

; --- begin Death modules ---
Behavior = SlowDeathBehavior DeathTag_01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_JarmenKellDie
End
Behavior = SlowDeathBehavior DeathTag_02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior DeathTag_03
DeathTypes = NONE +SUICIDED +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_JarmenKellDie
Weapon = INITIAL Demo_SuicideDynamitePack
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior DeathTag_04
DeathTypes = NONE +BURNED
Destructi /> FX = INITIAL FX_DieByFireChina
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
Destructi /> FX = INITIAL FX_DieByToxinChina
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
Destructi /> FX = INITIAL FX_DieByToxinChina
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_Death77
DeathTypes = NONE +POISONED_GAMMA
Destructi /> FX = INITIAL FX_DieByToxinChina
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---

Behavior = PoisonedBehavior ModuleTag_13
Pois ; Every this many msec I will retake the poison damage dealt me...
Pois ; ... for this long after last hit by poison damage
End

Behavior = StealthDetectorUpdate ModuleTag_StDt
Detecti /> Detecti /> CanDetectWhileGarris /> CanDetectWhileC /> End

Behavior = OCLSpecialPower ModuleTag_DemoSuicide
SpecialPowerTemplate = SpecialPowerDemoSuicide
OCL = OCL_FireSuicide
CreateLocation = USE_OWNER_OBJECT
End

Geometry = CYLINDER
GeometryMajorRadius = 4.0 ; very thin
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End

;------------------------------------------------------------------------------
;Guy with single shot gun

Object Demo_MobHeavyWeaponsDude

; *** ART Parameters ***
SelectPortrait = SUToxinRPG_L
Butt>

UpgradeCameo1 = Upgrade_GLAAPRockets

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = UIPART2_SKN
IdleAnimation = UIPART2_SKL.UIPART2_STA ;0 21
IdleAnimation = UIPART2_SKL.UIPART2_IDA
IdleAnimation = UIPART2_SKL.UIPART2_IDB
IdleAnimation = UIPART2_SKL.UIPART2_CHA
Animati /> Weap Muzzle
Weap Muzzle
Weap MuzzleFX
Weap Muzzle
Weap Muzzle
Weap MuzzleFX
Weap Muzzle
Weap Muzzle
Transiti /> End

ConditionState = FIRING_A
Animation = UIPART2_SKL.UIPART2_ATA
Animati /> Transiti /> End
AliasC FIRING A
AliasC /> AliasC FIRING_B

ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = UIPART2_SKL.UIPART2_ATA
Animati /> Flags = START_FRAME_LAST
WaitForStateToFinishIfPossible = TRANS_FiringA
End
AliasC /> AliasC /> AliasC>

ConditionState = MOVING
Animation = UIPART2_SKL.UIPART2_RNA
Animati /> Flags = RANDOMSTART
Transiti /> WaitForStateToFinishIfPossible = TRANS_FiringA
End
AliasC BETWEEN FIRING_SHOTS_A
AliasC RELOADING A
AliasC BETWEEN FIRING_SHOTS_B
AliasC RELOADING_B

ConditionState = FREEFALL
Animation = UIPART2_SKL.UIPART2_PFL
Animati /> Transiti /> End

ConditionState = PARACHUTING
Animation = UIPART2_SKL.UIPART2_PHG
Animati /> Transiti /> End
AliasC DYING

TransitionState = TRANS_Falling TRANS_Chute
Animation = UIPART2_SKL.UIPART2_POP
Animati /> End

TransitionState = TRANS_Chute TRANS_Stand
Animation = UIPART2_SKL.UIPART2_PTD
Animati /> End

ConditionState = DYING
Animation = UIPART2_SKL.UIPART2_DTA
Animation = UIPART2_SKL.UIPART2_DTB
Animati /> Transiti /> End
AliasC MOVING

ConditionState = DYING EXPLODED_FLAILING
Animation = UIPART2_SKL.UIPART2_ADTC2
Animati /> Transiti /> End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIPART2_SKL.UIPART2_ADTC1
Animati /> End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UIPART2_SKL.UIPART2_ADTC3
Animati /> Transiti /> End
AliasC SPLATTED

End


;**** DESIGN parameters ***

DisplayName = OBJECT:AngryMob
Side = GLADemolitionGeneral
EditorSorting = INFANTRY
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
C /> Weapon = PRIMARY FireBaseHowitzerGun
Weapon = SECONDARY GattlingTankGunAir
Weapon = TERTIARY BioHazardTechCleanHazardWeapon
PreferredAgainst = SECONDARY AIRCRAFT
PreferredAgainst = TERTIARY CLEANUP_HAZARD
End

WeaponSet
C /> Weapon = PRIMARY C130CannonWeapon
Weapon = SECONDARY Demo_MarauderGunAir
Weapon = TERTIARY AmbulanceCleanHazardWeapon
PreferredAgainst = SECONDARY AIRCRAFT BALLISTIC_MISSILE
PreferredAgainst = TERTIARY CLEANUP_HAZARD
End

ArmorSet
C /> Armor = InfGen_HumanArmor
DamageFX = InfantryDamageFX
End

VisionRange = 300
ShroudClearingRange = 350
BuildCost = 100
BuildTime = 0.0

ExperienceValue = 10 20 25 30 ;Experience point value at each level
ExperienceRequired = 0 100 200 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

; *** AUDIO Parameters ***
VoiceSelect = NoSound
VoiceMove = NoSound
VoiceAttack = NoSound

;**** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables

Body = ActiveBody BodyTag_01
MaxHealth = 180.0
InitialHealth = 180.0
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0
TurretPitchRate = 0
C SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = MobMemberSlavedUpdate ModuleTag_04
MustCatchUpRadius = 40
N /> Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End

Locomotor = SET_NORMAL JarmenKellLocomotor SaboteurCliffLocomotor
Locomotor = SET_WANDER AngryMobWanderLocomotor
Locomotor = SET_PANIC AngryMobPanicLocomotor SaboteurCliffLocomotor

Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End

Behavior = SquishCollide ModuleTag_08
;nothing
End

Behavior = WeaponSetUpgrade UpgradeTag_01
TriggeredBy = Upgrade_GLAArmTheMob Upgrade_AmericaAdvancedTraining
End

Behavior = WeaponBonusUpgrade UpgradeTag_02
TriggeredBy = Upgrade_GLAAPBullets Upgrade_AdvancedLasers
End

; --- begin Death modules ---
Behavior = SlowDeathBehavior DeathTag_01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_ColonelBurtonDie
End
Behavior = SlowDeathBehavior DeathTag_02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior DeathTag_03
DeathTypes = NONE +EXPLODED +SUICIDED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_ColonelBurtonDie
Weapon = INITIAL Demo_SuicideDynamitePack
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior DeathTag_04
DeathTypes = NONE +BURNED
Destructi /> FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
Destructi /> 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
Destructi /> 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_Death77
DeathTypes = NONE +POISONED_GAMMA
Destructi /> FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---

Behavior = PoisonedBehavior ModuleTag_13
Pois ; Every this many msec I will retake the poison damage dealt me...
Pois ; ... for this long after last hit by poison damage
End

Behavior = StealthDetectorUpdate ModuleTag_StDt
Detecti /> Detecti /> CanDetectWhileGarris /> CanDetectWhileC /> End

Behavior = OCLSpecialPower ModuleTag_DemoSuicide
SpecialPowerTemplate = SpecialPowerDemoSuicide
OCL = OCL_FireSuicide
CreateLocation = USE_OWNER_OBJECT
End

Geometry = CYLINDER
GeometryMajorRadius = 4.0 ; very thin
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End

;------------------------------------------------------------------------------

;Gattling Girl

Object Demo_MobGattlingGirl


; *** ART Parameters ***
SelectPortrait = SNSprLotus_L
Butt>

UpgradeCameo1 = Upgrade_GLAAPRockets

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedB>

DefaultConditionState
Model = UIPRTSN3_SKN
IdleAnimation = UIPRTSN3_SKL.UIPRTSN3_STA ;0 21
IdleAnimation = UIPRTSN3_SKL.UIPRTSN3_IDA
IdleAnimation = UIPRTSN3_SKL.UIPRTSN3_IDB
IdleAnimation = UIPRTSN3_SKL.UIPRTSN3_CHA
Animati /> Weap Muzzle
Weap MuzzleFX
Weap Muzzle
Weap MuzzleFX
Weap Muzzle
Weap Muzzle
Transiti /> End

ConditionState = FIRING_A
Animation = UIPRTSN3_SKL.UIPRTSN3_ATA
Animati /> Transiti /> End
AliasC /> AliasC>

; these aliases handle the attack-move case.
AliasC FIRING A
AliasC BETWEEN FIRING_SHOTS_A
AliasC RELOADING_A

AliasConditionState = MOVING FIRING_B
AliasC BETWEEN FIRING_SHOTS_B
AliasC RELOADING_B

ConditionState = FREEFALL
Animation = UIPRTSN3_SKL.UIPRTSN3_PFL
Animati /> Transiti /> End

ConditionState = PARACHUTING
Animation = UIPRTSN3_SKL.UIPRTSN3_PHG
Animati /> Transiti /> End
AliasC DYING


Transiti TRANS Chute
Animation = UIPRTSN3_SKL.UIPRTSN3_POP
Animati /> End

TransitionState = TRANS_Chute TRANS_Stand
Animation = UIPRTSN3_SKL.UIPRTSN3_PTD
Animati /> End

ConditionState = MOVING
Animation = UIPRTSN3_SKL.UIPRTSN3_RNA
Animati /> Flags = RANDOMSTART
Transiti /> End
AliasC UNPACKING

; --- packing states
C /> Preparing to attack (unpacking gear)
Animation = UIPRTSN3_SKL.UIPRTSN3_IDB
Animati /> End
AliasC FIRING_A

ConditionState = PACKING
;Completing attack (packing gear)
Animation = UIPRTSN3_SKL.UIPRTSN3_CHA
Animati /> End
AliasC PACKING

; --- dying states
C /> Animation = UIPRTSN3_SKL.UIPRTSN3_DTA
Animation = UIPRTSN3_SKL.UIPRTSN3_DTB
Animati /> Transiti /> End
AliasC MOVING

ConditionState = DYING EXPLODED_FLAILING
Animation = UIPRTSN3_SKL.UIPRTSN3_ADTA2
Animati /> Transiti /> End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIPRTSN3_SKL.UIPRTSN3_ADTA1
Animati /> End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UIPRTSN3_SKL.UIPRTSN3_ADTA3
Animati /> Transiti /> End
AliasC SPLATTED

End


;**** DESIGN parameters ***

DisplayName = OBJECT:AngryMob
Side = GLADemolitionGeneral
EditorSorting = INFANTRY
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
C /> Weapon = PRIMARY GattlingTankGun
Weapon = SECONDARY GattlingTankGunAir
Weapon = TERTIARY BioHazardTechCleanHazardWeapon
PreferredAgainst = SECONDARY AIRCRAFT
PreferredAgainst = TERTIARY CLEANUP_HAZARD
End

WeaponSet
C /> Weapon = PRIMARY GattlingBuildingGun
Weapon = SECONDARY GattlingBuildingGunAir
Weapon = TERTIARY AmbulanceCleanHazardWeapon
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
PreferredAgainst = TERTIARY CLEANUP_HAZARD
End

ArmorSet
C /> Armor = InfGen_HumanArmor
DamageFX = InfantryDamageFX
End

VisionRange = 300
ShroudClearingRange = 350
BuildCost = 100
BuildTime = 0.0

ExperienceValue = 10 20 25 30 ;Experience point value at each level
ExperienceRequired = 0 100 200 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

; *** AUDIO Parameters ***
VoiceSelect = NoSound
VoiceMove = NoSound
VoiceAttack = NoSound

;**** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables

Body = ActiveBody BodyTag_01
MaxHealth = 180.0
InitialHealth = 180.0
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0
TurretPitchRate = 0
C SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = MobMemberSlavedUpdate ModuleTag_04
MustCatchUpRadius = 40
N /> Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End

Locomotor = SET_NORMAL JarmenKellLocomotor SaboteurCliffLocomotor
Locomotor = SET_WANDER AngryMobWanderLocomotor
Locomotor = SET_PANIC AngryMobPanicLocomotor SaboteurCliffLocomotor

Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End

Behavior = SquishCollide ModuleTag_08
;nothing
End

Behavior = WeaponSetUpgrade UpgradeTag_01
TriggeredBy = Upgrade_GLAArmTheMob Upgrade_AmericaAdvancedTraining
End

Behavior = WeaponBonusUpgrade UpgradeTag_02
TriggeredBy = Upgrade_GLAAPBullets Upgrade_AdvancedLasers
End

; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_BlackLotusDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED +SUICIDED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
Destructi /> FX = INITIAL FX_BlackLotusDie
Weapon = INITIAL Demo_SuicideDynamitePack
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
Destructi /> FX = INITIAL FX_DieByFireFemale
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
Destructi /> FX = INITIAL FX_DieByToxinFemale
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
Destructi /> FX = INITIAL FX_DieByToxinFemale
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
Destructi /> FX = INITIAL FX_DieByToxinFemale
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---

Behavior = PoisonedBehavior ModuleTag_13
Pois ; Every this many msec I will retake the poison damage dealt me...
Pois ; ... for this long after last hit by poison damage
End

Behavior = StealthDetectorUpdate ModuleTag_StDt
Detecti /> Detecti /> CanDetectWhileGarris /> CanDetectWhileC /> End

Behavior = OCLSpecialPower ModuleTag_DemoSuicide
SpecialPowerTemplate = SpecialPowerDemoSuicide
OCL = OCL_FireSuicide
CreateLocation = USE_OWNER_OBJECT
End

Geometry = CYLINDER
GeometryMajorRadius = 4.0 ; very thin
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End

;------------------------------------------------------------------------------

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