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Old 01-13-2008, 12:45 AM   #1 (permalink)
BlueGalactic
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Join Date: Feb 2007
Location: USA, just USA.
Posts: 159
Default Tank Bunker Help

I know that in the game Yuri's Revenge, there are tank bunkers (defenses occupied by vehicles). Is there any way to make the tank bunker idea work in the Pro:Gen mod for Generals Zero Hour? I am asking because I looked at the code for the tank bunker in the Project Raptor mod.

Project Raptor:
Code:
;------------------------------------------------------------------------------
Object Lazr_AmericaTankBunker

  ; *** ART Parameters ***
  SelectPortrait         = SATankBunker_L
  ButtonImage            = SATankBunker
  Draw                   = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ExtraPublicBone = STATION01

    DefaultConditionState
      Model               = ABTankBunkerA
      TransitionKey       = TRANS_IdleNormal
    End
    AliasConditionState = NIGHT

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleNormal TRANS_GarrisonedNormal
      Model           = ABTankBunker
      Animation       = ABTankBunker.ABTankBunker
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED
      Model             = ABTankBunkerB
      TransitionKey     = TRANS_GarrisonedNormal
    End
    AliasConditionState = NIGHT GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedNormal TRANS_IdleNormal
      Model           = ABTankBunker
      Animation       = ABTankBunker.ABTankBunker
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = DAMAGED
      Model               = ABTankBunkerA_d
      TransitionKey       = TRANS_IdleDamaged
    End
    AliasConditionState = NIGHT DAMAGED

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleDamaged TRANS_GarrisonedDamaged
      Model           = ABTankBunker_d
      Animation       = ABTankBunker_d.ABTankBunker_d
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED DAMAGED
      Model             = ABTankBunkerB_d
      TransitionKey     = TRANS_GarrisonedDamaged
    End
    AliasConditionState = NIGHT DAMAGED GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedDamaged TRANS_IdleDamaged
      Model           = ABTankBunker_d
      Animation       = ABTankBunker_d.ABTankBunker_d
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = REALLYDAMAGED
      Model               = ABTankBunkerA_d
      TransitionKey       = TRANS_IdleRDamaged
    End
    AliasConditionState = NIGHT DAMAGED REALLYDAMAGED

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleRDamaged TRANS_GarrisonedRDamaged
      Model           = ABTankBunker_d
      Animation       = ABTankBunker_d.ABTankBunker_d
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED REALLYDAMAGED
      Model             = ABTankBunkerB_d
      TransitionKey     = TRANS_GarrisonedRDamaged
    End
    AliasConditionState = NIGHT REALLYDAMAGED GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedRDamaged TRANS_IdleRDamaged
      Model           = ABTankBunker_d
      Animation       = ABTankBunker_d.ABTankBunker_d
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = SNOW
      Model               = ABTankBunkerA_s
      TransitionKey       = TRANS_IdleSnow
    End
    AliasConditionState = NIGHT SNOW

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleSnow TRANS_GarrisonedSnow
      Model           = ABTankBunker_s
      Animation       = ABTankBunker_s.ABTankBunker_s
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED SNOW
      Model             = ABTankBunkerB_s
      TransitionKey     = TRANS_GarrisonedSnow
    End
    AliasConditionState = NIGHT SNOW GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedSnow TRANS_IdleSnow
      Model           = ABTankBunker_s
      Animation       = ABTankBunker_s.ABTankBunker_s
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = SNOW DAMAGED
      Model               = ABTankBunkerA_ds
      TransitionKey       = TRANS_IdleDSnow
    End
    AliasConditionState = NIGHT SNOW DAMAGED

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleDSnow TRANS_GarrisonedDSnow
      Model           = ABTankBunker_ds
      Animation       = ABTankBunker_ds.ABTankBunker_ds
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED SNOW DAMAGED
      Model             = ABTankBunkerB_ds
      TransitionKey     = TRANS_GarrisonedDSnow
    End
    AliasConditionState = NIGHT SNOW DAMAGED GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedDSnow TRANS_IdleDSnow
      Model           = ABTankBunker_ds
      Animation       = ABTankBunker_ds.ABTankBunker_ds
      AnimationMode   = ONCE_BACKWARDS
    End

    ConditionState = SNOW REALLYDAMAGED
      Model               = ABTankBunkerA_ds
      TransitionKey       = TRANS_IdleRDSnow
    End
    AliasConditionState = NIGHT SNOW REALLYDAMAGED

    ; Tank Bunker out of the base
    TransitionState   = TRANS_IdleRDSnow TRANS_GarrisonedRDSnow
      Model           = ABTankBunker_ds
      Animation       = ABTankBunker_ds.ABTankBunker_ds
      AnimationMode   = ONCE
    End

    ; Attacking State
    ConditionState      = GARRISONED SNOW REALLYDAMAGED
      Model             = ABTankBunkerB_ds
      TransitionKey     = TRANS_GarrisonedRDSnow
    End
    AliasConditionState = NIGHT SNOW REALLYDAMAGED GARRISONED

    ; Patriot Poping back into the base
    TransitionState   = TRANS_GarrisonedRDSnow TRANS_IdleRDSnow
      Model           = ABTankBunker_ds
      Animation       = ABTankBunker_ds.ABTankBunker_ds
      AnimationMode   = ONCE_BACKWARDS
    End

    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module

    ConditionState       = AWAITING_CONSTRUCTION
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = SOLD
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
    ;**************************************************************************************************************************

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = ABTankBunkerA
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = ABTankBunkerA_S
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABTankBunkerA_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model              = ABTankBunkerA_DS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ;**************************************************************************************************************************
  End




  ; ------------ construction-zone fence -----------------
  Draw                = W3DModelDraw ModuleTag_02
  AnimationsRequirePower = No
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  ; ------------ under-construction scaffolding -----------------
  Draw                = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired    = MEDIUM
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End
  PlacementViewAngle = -45


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TankBunker
  Side             = AmericaLaserGeneral
  EditorSorting    = STRUCTURE
  Prerequisites
    Object         = Lazr_AmericaPowerPlant
  End
  BuildCost        = 1000
  BuildTime        = 10.0           ; in seconds
  EnergyProduction = 0

  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

  VisionRange      = 360.0           ; Shroud clearing distance AND targeting range
  ShroudClearingRange = 360

  ArmorSet
    Conditions      = None
    Armor           = TankBunkerArmor
    DamageFX        = StructureDamageFXNoShake
  End
  CommandSet        = AmericaTankBunkerCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = FireBaseSelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  UnitSpecificSounds
  ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    TurretMoveStart = NoSound
    TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority     = STRUCTURE
  KindOf            = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED

  Body                 = HiveStructureBody ModuleTag_04;
    MaxHealth          = 1000.0
    InitialHealth      = 1000.0

    ; 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 = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
    ;**Careful with these damage types -- because area damage types will already
    ;**damage slaves.
    ;PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER
    ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
  End

  Behavior = StealthDetectorUpdate ModuleTag_13
    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 = AIUpdateInterface ModuleTag_06
    Turret
      ControlledWeaponSlots = PRIMARY
      TurretTurnRate      = 540   // turn rate, in degrees per sec
      TurretPitchRate     = 180
      AllowsPitch         = Yes
      FiresWhileTurning   = Yes
      NaturalTurretPitch  = 45 ; this keeps it aimed half way between land and sky
      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 = ProductionUpdate ModuleTag_07
    ; nothing, but is required if we have any Object-level Upgrades!
  End

  Behavior             = DestroyDie ModuleTag_08
    ;nothing
  End
  Behavior             = FXListDie ModuleTag_09
    DeathFX       = FX_StructureTinyDeath
  End

  Behavior = GarrisonContain ModuleTag_15
    ContainMax                    = 1
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
    DamagePercentToUnits          = 50%
    IsEnclosingContainer          = No
    AllowInsideKindOf             = VEHICLE
    ForbidInsideKindOf            = TRANSPORT AIRCRAFT HUGE_VEHICLE
  End

  Behavior = ProductionUpdate ModuleTag_10
    ; nothing
  End

  Behavior        = CreateObjectDie ModuleTag_11
    CreationList  = OCL_LargeStructureDebris
  End

  Behavior = ObjectCreationUpgrade ModuleTag_TankSpawn01
    UpgradeObject = Lazr_OCL_TankinBunker
    TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
  End
  Behavior = GrantUpgradeCreate ModuleTag_TankSpawn02
    UpgradeToGrant = Upgrade_ChinaOverlordGattlingCannon
  End

  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_14
    ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  End

  Geometry            = BOX
  GeometryMajorRadius = 26.0
  GeometryMinorRadius = 26.0
  GeometryHeight      = 15.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
End

Last edited by BlueGalactic; 05-01-2008 at 01:15 PM.
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