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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 11-16-2005, 03:28 PM   #1 (permalink)
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Default Two questions....

I have two quick questions for modding with Command & Conquer Generals: Zero Hour....

1) How would I make infantry inside GLA Technicals be able to fire at targets outside?

And....

2) How would I make the speed of the Chinese Gattling Tank the same as the Chinese Battlemaster Tank (same with the Dragon Tank if it moves faster than the Battlemaster Tank, but I expect modding speed to be the same for every unit)?

Thanks to everyone who helps me out.
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Old 11-16-2005, 11:35 PM   #2 (permalink)
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Do you already have the INI files extracted and ready for editing?
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Old 11-17-2005, 12:33 AM   #3 (permalink)
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Yep. I have already made several changes to the game, but things like unit speed seem to give me trouble.
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Old 11-17-2005, 12:43 PM   #4 (permalink)
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Default Re: Two questions....

Quote:
Originally Posted by gamerfreak121";p=&quot View Post
I have two quick questions for modding with Command & Conquer Generals: Zero Hour....

1) How would I make infantry inside GLA Technicals be able to fire at targets outside?

And....

2) How would I make the speed of the Chinese Gattling Tank the same as the Chinese Battlemaster Tank (same with the Dragon Tank if it moves faster than the Battlemaster Tank, but I expect modding speed to be the same for every unit)?

Thanks to everyone who helps me out.
1: look at the TrasportContain module of the humvee.

2: look for the battlemaster's locomotor and copy it's Speed and SpeedDamage code and search for the gattling tank's locomotor and replace its Speed and SpeedDamage tags with the battlemaster's setting.

i hope that helps.
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Old 11-17-2005, 03:35 PM   #5 (permalink)
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use ctrl + f to find things in the ini's you are looking for...it is much more helpful than searching by hand...jsut thought you'd know that [even tho you proabally already do]
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Old 11-17-2005, 11:13 PM   #6 (permalink)
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Quote:
Originally Posted by IraqiPeopleRocks";p=&quot View Post
Quote:
Originally Posted by gamerfreak121";p=&quot View Post
I have two quick questions for modding with Command & Conquer Generals: Zero Hour....

1) How would I make infantry inside GLA Technicals be able to fire at targets outside?

And....

2) How would I make the speed of the Chinese Gattling Tank the same as the Chinese Battlemaster Tank (same with the Dragon Tank if it moves faster than the Battlemaster Tank, but I expect modding speed to be the same for every unit)?

Thanks to everyone who helps me out.
1: look at the TrasportContain module of the humvee.

2: look for the battlemaster's locomotor and copy it's Speed and SpeedDamage code and search for the gattling tank's locomotor and replace its Speed and SpeedDamage tags with the battlemaster's setting.

i hope that helps.
It did help me. Thanks

Quote:
Originally Posted by SmokeyDaBear";p=&quot View Post
use ctrl + f to find things in the ini's you are looking for...it is much more helpful than searching by hand...jsut thought you'd know that [even tho you proabally already do]
Yes, I already knew that. But thanks for trying to help anyways. I appreciate it.
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Old 11-21-2005, 10:50 PM   #7 (permalink)
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Actually, I have a new problem if anyone wants to help me out.

After making the modification to the GLA Technical, the game seems to think that Technicals with different art models are totally different units. When you double-click on a Technical to select an entire group, only a few are selected.

Any help?
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Old 11-22-2005, 07:37 AM   #8 (permalink)
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Quote:
Originally Posted by gamerfreak121";p=&quot View Post
Actually, I have a new problem if anyone wants to help me out.

After making the modification to the GLA Technical, the game seems to think that Technicals with different art models are totally different units. When you double-click on a Technical to select an entire group, only a few are selected.

Any help?
That shouldn't happen, since the different art models are done via. ObjectReskin...
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Old 11-22-2005, 12:50 PM   #9 (permalink)
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If you could post the code, I could look at it & find the problem.
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Old 11-23-2005, 10:57 AM   #10 (permalink)
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This came from Data/INI/Object/GLAVehicle, and it includes all three chassis' for the Technical. This is also only for the standard GLA, not from any of the "specialist" Generals (I haven't tested them yet).

And sorry for it being so long....

Code:
Object GLAVehicleTechnical
  SelectPortrait = SUTechnical_L 
  ButtonImage = SUTechnical
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = UVTechTrck
    End
  End
  BuildCost = 500
  BuildTime = 5.0
  Behavior = VeterancyGainCreate ModuleTag_03
    StartingLevel = VETERAN
    ScienceRequired = SCIENCE_TechnicalTraining
  End
  Side = GLA
  Prerequisites
    Object = GLAArmsDealer
  End
  EditorSorting = VEHICLE
  BuildVariations = GLAVehicleTechnicalChassisOne GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisThree
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE TRANSPORT
End

Object GLAVehicleTechnicalChassisOne
  SelectPortrait = SUTechnical_L 
  ButtonImage = SUTechnical
  UpgradeCameo1 = Upgrade_GLAAPBullets
  UpgradeCameo2 = Upgrade_GLAJunkRepair
  Draw = W3DTruckDraw ModuleTag_01
    ExtraPublicBone = Dum_Turret 
    DefaultConditionState
      Model = UVTechTrck
    End
    ConditionState = REALLYDAMAGED
      Model = UVTechTrck_d
    End
    ConditionState = RUBBLE
      Model = UVTechTrck_d
    End
    OkToChangeModelColor = Yes
    TrackMarks = EXTireTrack.tga
    Dust = TechnicalDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2
    PowerslideRotationAddition = 2.5
  End
  Draw = W3DModelDraw ModuleTag_02
    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = Dum_Turret
    DefaultConditionState
      Model = UITech_SKN
      Turret = Dum-TurManMVR
      TurretArtAngle = 180
      HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = RUBBLE MOVING TURRET_ROTATE
      Animation = NONE
      HideSubObject = UITech-SKN
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = MOVING
      Animation = UITech_SKL.UITech_MVA
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      Animation = UITech_SKL.UITech_TNC
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A
    AliasConditionState = TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
    ConditionState = TURRET_ROTATE FIRING_A
      Animation = UITech_SKL.UITech_TNB
      Animation = UITech_SKL.UITech_TND
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A
  End
  DisplayName = OBJECT:Technical
  Side = GLA
  EditorSorting = VEHICLE
  TransportSlotCount = 3
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY TechnicalMachineGunWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE 
    Weapon = PRIMARY TechnicalCannonWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO 
    Weapon = PRIMARY TechnicalRPGWeapon
  End
  ArmorSet
    Conditions = None
    Armor = TruckArmor
    DamageFX = TruckDamageFX
  End
  VisionRange = 150
  ShroudClearingRange = 300
  ExperienceValue = 25 25 50 100
  ExperienceRequired = 0 50 75 150
  IsTrainable = Yes
  CrusherLevel = 2
  CrushableLevel = 2
  CommandSet = GLAVehicleTechnicalCommandSet
  VoiceSelect = TechnicalVoiceSelect
  VoiceMove = TechnicalVoiceMove
  VoiceGuard = TechnicalVoiceMove
  VoiceAttack = TechnicalVoiceAttack
  VoiceDefect = TechnicalVoiceCreate
  SoundMoveStart = TechnicalMoveStart
  SoundMoveStartDamaged = TechnicalMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit
  UnitSpecificSounds
    VoiceCreate = TechnicalVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceSalvage = TechnicalVoiceSalvage
    VoiceCrush = TechnicalVoiceCrush
    VoiceUnload = TechnicalVoiceUnload
    VoiceEnter = TechnicalVoiceMove
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT
  Behavior = VeterancyGainCreate ModuleTag_03
    StartingLevel = VETERAN
    ScienceRequired = SCIENCE_TechnicalTraining
  End
  Body = ActiveBody ModuleTag_04
    MaxHealth = 180
    InitialHealth = 180
  End
  Behavior = AIUpdateInterface ModuleTag_05
    Turret
      TurretTurnRate = 240
      NaturalTurretAngle = 0
      MinIdleScanAngle = 30
      MaxIdleScanAngle = 60
      MinIdleScanInterval = 5000
      MaxIdleScanInterval = 10000
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL TechnicalLocomotor
  Behavior = PhysicsBehavior ModuleTag_06
    Mass = 40.0
  End
  Behavior = AutoHealBehavior ModuleTag_07
    HealingAmount = 2
    HealingDelay = 1000
    TriggeredBy = Upgrade_GLAJunkRepair
  End
  Behavior = FlammableUpdate ModuleTag_09
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End
  Behavior = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End
  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
  End
  Behavior = FXListDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_TechnicalTruck_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_14
    CrateData = SalvageCrateData
  End
  Behavior = SlowDeathBehavior ModuleTag_15
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay = 500
    DestructionDelayVariance = 1500
    OCL = INITIAL OCL_TechnicalTruckAirDeathStart
    FX = INITIAL FX_TechnicalAirDeathGroundPart
    OCL = FINAL OCL_TechnicalTruckAirDeath
    FX = FINAL FX_RocketBuggyAirDeathAirPart
  End
  Behavior = TransportContain ModuleTag_16
    PassengersAllowedToFire = Yes
    Slots = 2
    AllowInsideKindOf = INFANTRY
    DamagePercentToUnits = 100%
    GoAggressiveOnExit = Yes
  End
  Behavior = WeaponBonusUpgrade ModuleTag_17
    TriggeredBy = Upgrade_GLAAPBullets
  End
  Behavior = FXListDie ModuleTag_HijackerEmerge
    RequiredStatus = HIJACKED
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_HijackerEject
  End
  Geometry = BOX
  GeometryMajorRadius = 18.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 7.5
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45
End

Object GLAVehicleTechnicalChassisTwo
  SelectPortrait = SUVan_L 
  ButtonImage = SUVan
  UpgradeCameo1 = Upgrade_GLAAPBullets
  UpgradeCameo2 = Upgrade_GLAJunkRepair
  Draw = W3DTruckDraw ModuleTag_01
    ExtraPublicBone = Dum_Turret
    DefaultConditionState
      Model = UVTechVan
    End
    ConditionState = REALLYDAMAGED
      Model = UVTechVan_d
    End
    ConditionState = RUBBLE
      Model = UVTechVan_d
    End
    OkToChangeModelColor = Yes
    TrackMarks = EXTireTrack.tga
    Dust = TechnicalDust
    PowerslideSpray = RocketBuggyDirtPowerSlide
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2
    PowerslideRotationAddition = 2.5
  End
  Draw = W3DModelDraw ModuleTag_02
    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = Dum_Turret
    DefaultConditionState
      Model = UITech_SKN
      Turret = Dum-TurManMVR
      TurretArtAngle = 180
      HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = MOVING
      Animation = UITech_SKL.UITech_MVA
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      Animation = UITech_SKL.UITech_TNC
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A
    AliasConditionState = TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
    ConditionState = TURRET_ROTATE FIRING_A
      Animation = UITech_SKL.UITech_TNB
      Animation = UITech_SKL.UITech_TND
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A
  End 
  DisplayName = OBJECT:Technical
  Side = GLA
  EditorSorting = VEHICLE
  TransportSlotCount = 3
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY TechnicalMachineGunWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE 
    Weapon = PRIMARY TechnicalCannonWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO 
    Weapon = PRIMARY TechnicalRPGWeapon
  End
  ArmorSet
    Conditions = None
    Armor = TruckArmor
    DamageFX = TruckDamageFX
  End
  VisionRange = 150
  ShroudClearingRange = 300
  ExperienceValue = 25 25 50 100
  ExperienceRequired = 0 50 75 150
  IsTrainable = Yes
  CrusherLevel = 2
  CrushableLevel = 2
  CommandSet = GLAVehicleTechnicalCommandSet
  VoiceSelect = TechnicalVoiceSelect
  VoiceMove = TechnicalVoiceMove
  VoiceGuard = TechnicalVoiceMove
  VoiceAttack = TechnicalVoiceAttack
  VoiceDefect = TechnicalVoiceCreate
  SoundMoveStart = TechnicalMoveStart
  SoundMoveStartDamaged = TechnicalMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit
  UnitSpecificSounds
    VoiceCreate = TechnicalVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceSalvage = TechnicalVoiceSalvage
    VoiceCrush = TechnicalVoiceCrush
    VoiceUnload = TechnicalVoiceUnload
    VoiceEnter = TechnicalVoiceMove
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT
  Behavior = VeterancyGainCreate ModuleTag_03
    StartingLevel = VETERAN
    ScienceRequired = SCIENCE_TechnicalTraining
  End
  Body = ActiveBody ModuleTag_04
    MaxHealth = 180
    InitialHealth = 180
  End
  Behavior = AIUpdateInterface ModuleTag_05
    Turret
      TurretTurnRate = 240
      NaturalTurretAngle = 0
      MinIdleScanAngle = 30
      MaxIdleScanAngle = 60
      MinIdleScanInterval = 5000
      MaxIdleScanInterval = 10000
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL TechnicalLocomotor
  Behavior = PhysicsBehavior ModuleTag_06
    Mass = 40.0
  End
  Behavior = AutoHealBehavior ModuleTag_07
    HealingAmount = 2
    HealingDelay = 1000
    TriggeredBy = Upgrade_GLAJunkRepair
  End
  Behavior = FlammableUpdate ModuleTag_09
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End
  Behavior = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End
  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
  End
  Behavior = FXListDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_TechnicalVan_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_14
    CrateData = SalvageCrateData
  End
  Behavior = SlowDeathBehavior ModuleTag_15
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay = 500
    DestructionDelayVariance = 1500
    OCL = INITIAL OCL_TechnicalVanAirDeathStart
    FX = INITIAL FX_TechnicalAirDeathGroundPart
    OCL = FINAL OCL_TechnicalVanAirDeath
    FX = FINAL FX_RocketBuggyAirDeathAirPart
  End
  Behavior = TransportContain ModuleTag_16
    PassengersAllowedToFire = Yes
    Slots = 2
    AllowInsideKindOf = INFANTRY
    DamagePercentToUnits = 100%
    GoAggressiveOnExit = Yes
   End
  Behavior = WeaponBonusUpgrade ModuleTag_17
    TriggeredBy = Upgrade_GLAAPBullets
  End
  Behavior = FXListDie ModuleTag_HijackerEmerge
    RequiredStatus = HIJACKED
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_HijackerEject
  End 
  Geometry = BOX
  GeometryMajorRadius = 16.0
  GeometryMinorRadius = 8.0
  GeometryHeight = 7.5
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45
End

Object GLAVehicleTechnicalChassisThree
  SelectPortrait = SUTechnical_L 
  ButtonImage = SUTechnical
  UpgradeCameo1 = Upgrade_GLAAPBullets
  UpgradeCameo2 = Upgrade_GLAJunkRepair
  Draw = W3DTruckDraw ModuleTag_01
    ExtraPublicBone = Dum_Turret 
    DefaultConditionState
      Model = UVTechJeep
    End
    ConditionState = REALLYDAMAGED
      Model = UVTechJeep_d
    End
    ConditionState = RUBBLE
      Model = UVTechJeep_d
    End
    OkToChangeModelColor = Yes
    TrackMarks = EXTireTrack.tga
    Dust = TechnicalDust
    PowerslideSpray = RocketBuggyDirtPowerSlide
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2
    PowerslideRotationAddition = 2.5
  End
  Draw = W3DModelDraw ModuleTag_02
    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = Dum_Turret
    DefaultConditionState
      Model = UITech_SKN
      Turret = Dum-TurManMVR
      TurretArtAngle = 180
      HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = MOVING
      Animation = UITech_SKL.UITech_MVA
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      Animation = UITech_SKL.UITech_TNC
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A
    AliasConditionState = TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
    ConditionState = TURRET_ROTATE FIRING_A
      Animation = UITech_SKL.UITech_TNB
      Animation = UITech_SKL.UITech_TND
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    ConditionState = FIRING_A
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A
  End
  DisplayName = OBJECT:Technical
  Side = GLA
  EditorSorting = VEHICLE
  TransportSlotCount = 3
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY TechnicalMachineGunWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE 
    Weapon = PRIMARY TechnicalCannonWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO 
    Weapon = PRIMARY TechnicalRPGWeapon
  End
  ArmorSet
    Conditions = None
    Armor = TruckArmor
    DamageFX = TruckDamageFX
  End
  VisionRange = 150
  ShroudClearingRange = 300
  ExperienceValue = 25 25 50 100
  ExperienceRequired = 0 50 75 150
  IsTrainable = Yes
  CrusherLevel = 2
  CrushableLevel = 2
  CommandSet = GLAVehicleTechnicalCommandSet
  VoiceSelect = TechnicalVoiceSelect
  VoiceMove = TechnicalVoiceMove
  VoiceGuard = TechnicalVoiceMove
  VoiceAttack = TechnicalVoiceAttack
  VoiceDefect = TechnicalVoiceCreate
  SoundMoveStart = TechnicalMoveStart
  SoundMoveStartDamaged = TechnicalMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit
  UnitSpecificSounds
    VoiceCreate = TechnicalVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceSalvage = TechnicalVoiceSalvage
    VoiceCrush = TechnicalVoiceCrush
    VoiceUnload = TechnicalVoiceUnload
    VoiceEnter = TechnicalVoiceMove
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT
  Behavior = VeterancyGainCreate ModuleTag_03
    StartingLevel = VETERAN
    ScienceRequired = SCIENCE_TechnicalTraining
  End
  Body = ActiveBody ModuleTag_04
    MaxHealth = 180
    InitialHealth = 180
  End
  Behavior = AIUpdateInterface ModuleTag_05
    Turret
      TurretTurnRate = 240
      NaturalTurretAngle = 0
      MinIdleScanAngle = 30
      MaxIdleScanAngle = 60
      MinIdleScanInterval = 5000
      MaxIdleScanInterval = 10000
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL TechnicalLocomotor
  Behavior = PhysicsBehavior ModuleTag_06
    Mass = 40.0
  End
  Behavior = AutoHealBehavior ModuleTag_07
    HealingAmount = 2
    HealingDelay = 1000
    TriggeredBy = Upgrade_GLAJunkRepair
  End
  Behavior = FlammableUpdate ModuleTag_09
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End
  Behavior = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End
  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
  End
  Behavior = FXListDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_TechnicalJeep_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_14
    CrateData = SalvageCrateData
  End
  Behavior = SlowDeathBehavior ModuleTag_15
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay = 500
    DestructionDelayVariance = 1500
    OCL = INITIAL OCL_TechnicalJeepAirDeathStart
    FX = INITIAL FX_TechnicalAirDeathGroundPart
    OCL = FINAL OCL_TechnicalJeepAirDeath
    FX = FINAL FX_RocketBuggyAirDeathAirPart
  End
  Behavior = TransportContain ModuleTag_16
    PassengersAllowedToFire = Yes
    Slots = 2
    AllowInsideKindOf = INFANTRY
    DamagePercentToUnits = 100%
    GoAggressiveOnExit = Yes
   End
  Behavior = WeaponBonusUpgrade ModuleTag_17
    TriggeredBy = Upgrade_GLAAPBullets
  End
  Behavior = FXListDie ModuleTag_HijackerEmerge
    RequiredStatus = HIJACKED
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_HijackerEject
  End
  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 9.5
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45
End
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