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nuke EMP platform

;------------------------------------------------------------------------------
Object TechArtilleryPlatform

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

UpgradeCameo1 = Upgrade_LazrPointDefenceDrone
UpgradeCameo2 = Upgrade_AdvancedLasers


; ========================= Main Model ===============================
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
InitialRecoilSpeed = 115
MaxRecoilDistance = 5.0
RecoilSettleSpeed = 10.0
RecoilDamping = 0.25

DefaultConditionState
Model = ZBARTPLAT
Turret = Turret01
TurretPitch = TurretEL
Weap Muzzle
Weap MuzzleFX
Weap Muzzle
Weap BARREL

WeaponLaunchBone = SECONDARY Muzzle
Weap MuzzleFX
Weap Muzzle

WeaponLaunchBone = TERTIARY Muzzle
Weap MuzzleFX
Weap Muzzle
End
C /> Model = ZBARTPLAT_D
End
C /> Model = ZBARTPLAT_E
End
C /> Model = ZBARTPLAT_R
End

ConditionState = NIGHT
Model = ZBARTPLAT_N
End
C NIGHT
Model = ZBARTPLAT_ND
End
C NIGHT
Model = ZBARTPLAT_NE
End
C RUBBLE
Model = ZBARTPLAT_R
End

ConditionState = SNOW
Model = ZBARTPLAT_S
End
C SNOW
Model = ZBARTPLAT_DS
End
C SNOW
Model = ZBARTPLAT_ES
End
C RUBBLE
Model = ZBARTPLAT_RS
End

ConditionState = SNOW NIGHT
Model = ZBARTPLAT_NS
End
C NIGHT DAMAGED
Model = ZBARTPLAT_DNS
End
C NIGHT REALLYDAMAGED
Model = ZBARTPLAT_ENS
End
C NIGHT RUBBLE
Model = ZBARTPLAT_RS
End

;-------- Secondary Weapon with recoil too ---------

ConditionState USING_WEAPON_B
Weap None
Weap BARREL
End
C USING WEAPON_B
Model = ZBARTPLAT_D
Weap None
Weap BARREL
End
C USING WEAPON_B
Model = ZBARTPLAT_E
Weap None
Weap BARREL
End
C USING WEAPON_B
Model = ZBARTPLAT_R
Weap None
Weap BARREL
End

ConditionState = NIGHT USING_WEAPON_B
Model = ZBARTPLAT_N
Weap None
Weap BARREL
End
C NIGHT USING_WEAPON_B
Model = ZBARTPLAT_ND
Weap None
Weap BARREL
End
C NIGHT USING_WEAPON_B
Model = ZBARTPLAT_NE
Weap None
Weap BARREL
End
C RUBBLE USING_WEAPON_B
Model = ZBARTPLAT_R
Weap None
Weap BARREL
End

ConditionState = SNOW USING_WEAPON_B
Model = ZBARTPLAT_S
Weap None
Weap BARREL
End
C SNOW USING_WEAPON_B
Model = ZBARTPLAT_DS
Weap None
Weap BARREL
End
C SNOW USING_WEAPON_B
Model = ZBARTPLAT_ES
Weap None
Weap BARREL
End
C RUBBLE USING_WEAPON_B
Model = ZBARTPLAT_RS
Weap None
Weap BARREL
End

ConditionState = SNOW NIGHT USING_WEAPON_B
Model = ZBARTPLAT_NS
Weap None
Weap BARREL
End
C NIGHT DAMAGED USING_WEAPON_B
Model = ZBARTPLAT_DNS
Weap None
Weap BARREL
End
C NIGHT REALLYDAMAGED USING_WEAPON_B
Model = ZBARTPLAT_ENS
Weap None
Weap BARREL
End
C NIGHT RUBBLE USING_WEAPON_B
Model = ZBARTPLAT_RS
Weap None
Weap BARREL
End

;-------- Tertiary Weapon with recoil too ---------

ConditionState = USING_WEAPON_C
Weap None
Weap BARREL
End
C USING WEAPON_C
Model = ZBARTPLAT_D
Weap None
Weap BARREL
End
C USING WEAPON_C
Model = ZBARTPLAT_E
Weap None
Weap BARREL
End
C USING WEAPON_C
Model = ZBARTPLAT_R
Weap None
Weap BARREL
End

ConditionState = NIGHT USING_WEAPON_C
Model = ZBARTPLAT_N
Weap None
Weap BARREL
End
C NIGHT USING_WEAPON_C
Model = ZBARTPLAT_ND
Weap None
Weap BARREL
End
C NIGHT USING_WEAPON_C
Model = ZBARTPLAT_NE
Weap None
Weap BARREL
End
C RUBBLE USING_WEAPON_C
Model = ZBARTPLAT_R
Weap None
Weap BARREL
End

ConditionState = SNOW USING_WEAPON_C
Model = ZBARTPLAT_S
Weap None
Weap BARREL
End
C SNOW USING_WEAPON_C
Model = ZBARTPLAT_DS
Weap None
Weap BARREL
End
C SNOW USING_WEAPON_C
Model = ZBARTPLAT_ES
Weap None
Weap BARREL
End
C RUBBLE USING_WEAPON_C
Model = ZBARTPLAT_RS
Weap None
Weap BARREL
End

ConditionState = SNOW NIGHT USING_WEAPON_C
Model = ZBARTPLAT_NS
Weap None
Weap BARREL
End
C NIGHT DAMAGED USING_WEAPON_C
Model = ZBARTPLAT_DNS
Weap None
Weap BARREL
End
C NIGHT REALLYDAMAGED USING_WEAPON_C
Model = ZBARTPLAT_ENS
Weap None
Weap BARREL
End
C NIGHT RUBBLE USING_WEAPON_C
Model = ZBARTPLAT_RS
Weap None
Weap BARREL
End

End

; ========================= Flag Model ===============================
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes

; DEFAULT & DAMAGED ************************************************
DefaultConditionState
Model = ZBODerrick_F
Animation = ZBODerrick_F.ZBODerrick_F
Animati /> End
AliasC

; REALLYDAMAGED*****************************************************
C /> Model = ZBODerrick_FE
Animation = ZBODerrick_FE.ZBODerrick_FE
Animati /> End

; RUBBLE ***********************************************************
C /> Model = None
End
End

; *** AUDIO Parameters ***
Sound /> Sound>


; ***DESIGN parameters ***
DisplayName = OBJECT:TechArtilleryPlatform
EditorSorting = STRUCTURE
Visi /> ShroudClearingRange = 450

; *** ENGINEERING Parameters ***

KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CAN_ATTACK TECH_BASE_DEFENSE CONSERVATIVE_BUILDING AUTO_RALLYPOINT SALVAGER

Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
InitialHealth = 2000.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End

ArmorSet
C /> Armor = GLAUpgradedStructureArmorTough ;StructureArmor
DamageFX = StructureDamageFXNoShake
End

WeaponSet
C /> Weapon = PRIMARY ArtilleryPlatformGun
Weapon = SECONDARY StrategyCenterGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY NONE
End

WeaponSet
C /> Weapon = PRIMARY LazrFireBaseHowitzerGun
Weapon = SECONDARY LazrFireBaseAssistGun
Weapon = TERTIARY Flugabwehrkanone
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY NONE
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT FROM_AI
PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT
End

CommandSet = ArtyPlatformCommandSet ;StopOnlyGenericCommandSet

Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 20 ; Catch fire if I take this much fire damage...
FlameDamageExpiration = 2000 ; in a span of this long
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 25 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = AIUpdateInterface ModuleTag_06
Turret
TurretTurnRate = 180
TurretPitchRate = 180
AllowsPitch = Yes
NaturalTurretPitch = 35
;GroundUnitPitch = 20
MinPhysicalPitch = -45 ;-20
C SECONDARY TERTIARY
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End

;Behavior = TunnelContain ModuleTag_Tunnel
; TimeForFullHeal = 5000 ;(in milliseconds)
;End

Behavior = FXListDie ModuleTag_07
DeathFX = WeaponFX_BombTruckDefaultBombDetonation
End

Behavior = ObjectCreationUpgrade ModuleTag_PDDrone
UpgradeObject = Lazr_OCL_LazrBattleDrone
TriggeredBy = Upgrade_LazrPointDefenceDrone
End

Behavior = SpecialAbility ModuleTag_13
SpecialPowerTemplate = Lazr_SpecialAbilityLaserGuidedHowitzer
UpdateModuleStartsAttack = Yes
InitiateSound = MissileDefenderVoiceAttackLaser
End
Behavior = SpecialAbilityUpdate ModuleTag_14
SpecialPowerTemplate = Lazr_SpecialAbilityLaserGuidedHowitzer
StartAbilityRange = 600.0
AbilityAbortRange = 750.0 ;If the target moves outside this range, abort.
Preparati /> PersistentPrepTime = 500
SpecialObject = Lazr_HowitzerLaserBeam
SpecialObjectAttachToB ;BARREL01
End

Behavior = BaseRegenerateUpdate ModuleTag_11
End

Behavior = TransitionDamageFX ModuleTag_08
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End

Behavior = TechBuildingBehavior ModuleTag_09
End

Behavior = FXListDie ModuleTag_10
DeathFX = FX_BuildingDie
End

Behavior = KeepObjectDie ModuleTag_IWantRubble
End

Behavior = ProductionUpdate ModuleTag_12
End

Behavior = WeaponSetUpgrade ModuleTag_WpnUp
TriggeredBy = Upgrade_AdvancedLasers
End

Geometry = BOX
GeometryMajorRadius = 23.0
GeometryMinorRadius = 21.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME


End

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



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