I´m working on a personal mod adopting Europe as a new side for SW.
i implemented the EuropeCombatMedic from ROTR to SW, deleted the WeaponC and made him autoheal.
Problem is the dying animation if its shot. The W3D just disapears
Dying by other means (explosion, fire, crush) works fine.
Can someone please point out the fault i made?
CODE
;------------------------------------------------------------------------------
Object EuropeMedic
; *** ART Parameters ***
SelectPortrait = SEMedic_L
ButtonImage = SEMedic
;UpgradeCameo1 = Upgrade_EuropeCeramicArmor
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;NORMAL STANDING
DefaultConditionState
Model = EIMedic_SKN
IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 10
IdleAnimation = NIHCKR_SKL.NIHCKR_IDA
IdleAnimation = NIHCKR_SKL.NIHCKR_IDB
AnimationMode = ONCE
HideSubObject = EXO
WeaponFireFXBone = PRIMARY Bone_SatCom
TransitionKey = TRANS_STAND
End
ConditionState = MOVING
Animation = NIHCKR_SKL.NIHCKR_RNA 14
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING UNPACKING
AliasConditionState = MOVING PREATTACK_A
AliasConditionState = MOVING USING_WEAPON_A
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING USING_WEAPON_A RELOADING_A
;Machine Pistol Attack
ConditionState = PREATTACK_A
Model = EIMedic_SKN_B
Animation = UIMOB01_SKL.UIMOB01_ATA1_ST; start firing
AnimationMode = ONCE
TransitionKey = TRANS_PREATTACK_A
End
ConditionState = USING_WEAPON_A
Model = EIMedic_SKN_B
Animation = UIMOB01_SKL.UIMOB01_ATA1_LP; looping firing
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
AnimationSpeedFactorRange = 2.0 4.0
WeaponFireFXBone = PRIMARY Muzzle
End
TransitionState = TRANS_FIRING_A TRANS_RELOADING_A
Model = EIMedic_SKN_B
Animation = UIMOB01_SKL.UIMOB01_ATA1_ED; end firing
AnimationMode = ONCE
End
ConditionState = RELOADING_A
Model = EIMedic_SKN_B
Animation = UIMOB01_SKL.UIMOB01_STA
AnimationMode = LOOP
TransitionKey = TRANS_RELOADING_A
End
AliasConditionState = USING_WEAPON_A RELOADING_A
;Recover Wounded infantry
;ConditionState = PREATTACK_C
;Animation = NIHCKR_SKL.NIHCKR_ATA1
;AnimationMode = ONCE
;End
;ConditionState = USING_WEAPON_C
;Animation = NIHCKR_SKL.NIHCKR_ATA2
;AnimationMode = LOOP
;TransitionKey = TRANS_FIRING_C
;End
;TransitionState = TRANS_FIRING_C TRANS_STAND
;Animation = NIHCKR_SKL.NIHCKR_ATA3
;AnimationMode = ONCE
;End
;Misc Animations
ConditionState = FREEFALL
Animation = NIHCKR_SKL.NIHCKR_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = NIHCKR_SKL.NIHCKR_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
ConditionState = DYING
Animation = NIHCKR_SKL.NIHCKR_DTA
Animation = NIHCKR_SKL.NIHCKR_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = NIHCKR_SKL.NIHCKR_ADTG1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = NIHCKR_SKL.NIHCKR_ADTG2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = NIHCKR_SKL.NIHCKR_ADTG3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = SPECIAL_CHEERING
Animation = NIHCKR_SKL.NIHCKR_CHA
AnimationMode = LOOP
End
TransitionState = TRANS_Falling TRANS_Chute
Animation = NIHCKR_SKL.NIHCKR_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_STAND
Animation = NIHCKR_SKL.NIHCKR_PTD
AnimationMode = ONCE
End
End
; ------------ Healing Ring -----------------
;Draw = W3DModelDraw ModuleTag_HealAura01
;ConditionState = NONE
;Model = EXMedicRcvr
;HideSubObject = CYLINDER01 Box01
;ParticleSysBone = NONE CombatMedicHealingRadiusEffect
;End
;ConditionState = PREATTACK_C
;Model = EXMedicRcvr
;Animation = EXMedicRcvr.EXMedicRcvr
;AnimationMode = LOOP
;Flags = RANDOMSTART
;HideSubObject = CYLINDER01 Box01
;ParticleSysBone = NONE CombatMedicHealingRadiusEffect
;End
;AliasConditionState = USING_WEAPON_C
;ConditionState = DYING
;Model = NONE
;End
;AliasConditionState = DYING EXPLODED_FLAILING
;AliasConditionState = DYING EXPLODED_BOUNCING
;AliasConditionState = FREEFALL DYING
;AliasConditionState = PARACHUTING
;AliasConditionState = PARACHUTING DYING
;End
; ***DESIGN parameters ***
DisplayName = OBJECT:CombatMedic
Side = Europe
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = NONE
Weapon = PRIMARY MedicMachinePistolWeapon
Weapon = SECONDARY NONE
AutoChooseSources = SECONDARY NONE
;Weapon = TERTIARY MedicMachineRecoverWoundedWeapon
;AutoChooseSources = TERTIARY none
End
;WeaponSet
;Conditions = PLAYER_UPGRADE
;Weapon = PRIMARY MedicMachinePistolUpgradedWeapon
;Weapon = SECONDARY NONE
;AutoChooseSources = SECONDARY NONE
;Weapon = TERTIARY MedicMachineRecoverWoundedWeapon
;AutoChooseSources = TERTIARY none
;End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 220
ShroudClearingRange = 220
BuildCost = 250
BuildTime = 8.0 ;in seconds
ExperienceValue = 40 40 60 80 ;Experience point value at each level
ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = EuropeMedicCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MedicVoiceSelect
VoiceAttack = MedicVoiceAttack
VoiceFear = MedicVoiceFear
VoiceMove = MedicVoiceMove
VoiceGuard = MedicVoiceMove
UnitSpecificSounds
VoiceCreate = MedicVoiceCreate
VoiceGarrison = MedicVoiceMove
VoiceEnter = MedicVoiceMove
VoiceGetHealed = MedicVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY OBSTACLE SCORE IGNORES_SELECT_ALL SALVAGER
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
;Behavior = MaxHealthUpgrade ModuleTag_Armor01
;TriggeredBy = Upgrade_EuropeCeramicArmor
;AddMaxHealth = 50.0
;ChangeType = ADD_CURRENT_HEALTH_TOO
;End
Behavior = AIUpdateInterface ModuleTag_0623;AIUpdateInterface ModuleTag_04byChinaBlackLotus
AutoAcquireEnemiesWhenIdle = No
End
Locomotor = SET_NORMAL BasicHumanLocomotor
;Locomotor = SET_NORMAL_UPGRADED EuropeanInfantryExoSkeletonLocomotor
Behavior = CommandButtonHuntUpdate ModuleTag_02232
End
Behavior = PhysicsBehavior ModuleTag_06
Mass = 5.0
End
Behavior = SquishCollide ModuleTag_08
End
Behavior = AutoHealBehavior ModuleTag_22
HealingAmount = 8
HealingDelay = 400; msec
Radius = 75.0
StartsActive = Yes
KindOf = INFANTRY
End
;Behavior = BoneFXDamage ModuleTag_Healing01
;End
;Behavior = BoneFXUpdate ModuleTag_Healing02
;PristineOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura
;DamagedOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura
;ReallyDamagedOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura
;End
;Behavior = FireWeaponUpdate ModuleTag_Healing03
;Weapon = MedicHealingDecalWeapon
;End
;Venom exo skeleton upgrade modules
;Behavior = SubObjectsUpgrade ModuleTag_Venom01
;TriggeredBy = Upgrade_EuropeVenom
;ShowSubObjects = EXO
;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora
;End
;Behavior = LocomotorSetUpgrade ModuleTag_Venom02
;TriggeredBy = Upgrade_EuropeVenom
;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora
;End
;Behavior = WeaponSetUpgrade ModuleTag_Venom03
;TriggeredBy = Upgrade_EuropeVenom
;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora
;End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -EXTRA_8
DestructionDelay = 0
OCL = INITIAL OCL_WoundedMedic
FX = INITIAL FX_MedicDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_MedicDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_MedicFireDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
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
DestructionDelay = 0
FX = INITIAL FX_MedicTeslaDie
OCL = INITIAL OCL_TeslaDeathInfantry
FX = FINAL FX_IfantryTeslaDie
End
Behavior = SlowDeathBehavior ModuleTag_Death08;new and shiney microwave death effect
DeathTypes = NONE +EXTRA_2
DestructionDelay = 0
FX = INITIAL FX_MedicFireDie
OCL = INITIAL OCL_MicrowavedInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death09
DeathTypes = NONE +EXTRA_3
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
OCL = INITIAL OCL_ViralInfantryDeath
End
Behavior = SlowDeathBehavior ModuleTag_Death045;Brutal kill with lots of blood and no death scream
DeathTypes = NONE +EXTRA_4
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
OCL = INITIAL OCL_BrutalBloodyDeathBits
FX = INITIAL FX_InfantryGoreExplosion
End
Behavior = SlowDeathBehavior ModuleTag_036;Gore death explosion
DeathTypes = NONE +EXTRA_5
ProbabilityModifier = 30
DestructionDelay = 0
OCL = INITIAL OCL_BloodyGoreExplosion
FX = FINAL FX_InfantryGoreExplosion
End
Behavior = SlowDeathBehavior ModuleTag_Death0323
DeathTypes = NONE +EXTRA_5
ProbabilityModifier = 70
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_MedicDie
OCL = INITIAL OCL_BrutalBloodyDeathBits
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_03241156;Radiation Melt
DeathTypes = NONE +EXTRA_6
DestructionDelay = 0
OCL = INITIAL OCL_RadiationDeathInfantry
FX = INITIAL FX_GIDieRadiation
FX = FINAL FX_MedicToxinDie
End
Behavior = SlowDeathBehavior ModuleTag_0323241156;Radiation Melt
DeathTypes = NONE +EXTRA_7
DestructionDelay = 0
OCL = INITIAL OCL_NeutronRadiationDeathInfantry
FX = INITIAL FX_GIDieRadiation
FX = FINAL FX_MedicToxinDie
End
Behavior = SlowDeathBehavior ModuleTag_03231;Cryogenic Freeze death
DeathTypes = NONE +LASERED
DestructionDelay = 0
FX = INITIAL FX_GIDieCryoFreeze
OCL = INITIAL OCL_CrygenicDeathInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Surrender_Death
DeathTypes = NONE +EXTRA_8
DestructionDelay = 0
FX = INITIAL FX_MedicSurrender
OCL = INITIAL OCL_MedicSurrendering
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_11
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI_2;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
;------------------------------------------------------------------------------
Object EuropeInfantryMedicSurrenderCrate
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; --- Idle
DefaultConditionState
Model = EIMedic_SKN
Animation = NIHCKR_SKL.NIHCKR_SUR
AnimationMode = ONCE
HideSubObject = EXO
TransitionKey = TRANS_SURRENDERING
WeaponMuzzleFlash = PRIMARY MuzzleFS
End
ConditionState = LOADED
Animation = NIHCKR_SKL.NIHCKR_SST
AnimationMode = LOOP
WaitForStateToFinishIfPossible = TRANS_SURRENDERING
End
; --- dying anims
ConditionState = RUBBLE
Animation = NIHCKR_SKL.NIHCKR_DTA
Animation = NIHCKR_SKL.NIHCKR_DTB
AnimationMode = ONCE
TransitionKey = None
AnimationSpeedFactorRange = 1.5 2.0
End
End
Draw = W3DModelDraw ModuleTag_SurrenderFlag01
DefaultConditionState
Model = EXSurndr_B
Animation = EXSurndr_B.EXSurndr_B
AnimationMode = ONCE
HideSubObject = FLAG
TransitionKey = TRANS_SURRENDERING
End
ConditionState = LOADED
ShowSubObject = FLAG
WaitForStateToFinishIfPossible = TRANS_SURRENDERING
End
ConditionState = RUBBLE
Animation = NONE
End
End
; ***DESIGN parameters ***
Side = Europe
EditorSorting = SYSTEM
WeaponSet
Conditions = None
Weapon = SECONDARY SuicideUnresistableWeapon
End
ArmorSet
Conditions = None
Armor = POWArmor
DamageFX = InfantryDamageFX
End
ExperienceValue = 0 0 0 0
ExperienceRequired = 0 0 0 0
IsTrainable = Yes
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** ENGINEERING Parameters ***
KindOf = INFANTRY UNATTACKABLE CAN_ATTACK
Body = ActiveBody ModuleTag_03
MaxHealth = 100.0
InitialHealth = 10.0
End
Behavior = AIUpdateInterface ModuleTag_03232
End
Behavior = OCLUpdate ModuleTag_ReviveTrigger01
MinDelay = 30000
MaxDelay = 33000
OCL = OCL_CreateRealFortress
End
Behavior = UnitCrateCollide ModuleTag_02
UnitCount = 1
UnitName = AmericanCIAInteligenceObject
RequiredKindOf = CAN_RAPPEL ;Rangers only
HumanOnly = No
BuildingPickup = No
PickupScience = SCIENCE_CapturePrisoners;Requires the rangers to have this upgrade
ForbidOwnerPlayer = Yes
ExecuteFX = FX_PrisonerCratePickup
ExecuteAnimation = PrisonerCaptured
ExecuteAnimationTime = 4.0 ; In seconds
ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
End
;Venom exo skeleton upgrade modules
Behavior = SubObjectsUpgrade ModuleTag_Venom01
TriggeredBy = Upgrade_EuropeVenom
ShowSubObjects = EXO
End
Behavior = TransportContain ModuleTag_Loaded01
Slots = 1
InitialPayload = GenericFakeRider1_Default_Rank 1
AllowInsideKindOf = NO_COLLIDE
End
Behavior = SquishCollide ModuleTag_Crush01
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Revive01
DeathTypes = NONE +SUICIDED
DestructionDelay = 0
End
Behavior = CreateObjectDie ModuleTag_Revive02
DeathTypes = NONE +SUICIDED
CreationList = OCL_SurrenderedMedicRevive
TransferPreviousHealth = Yes
End
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -SUICIDED
DestructionDelay = 0
OCL = INITIAL OCL_WoundedMedic
FX = INITIAL FX_MedicDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_MedicDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_MedicFireDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
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
DestructionDelay = 0
FX = INITIAL FX_MedicTeslaDie
OCL = INITIAL OCL_TeslaDeathInfantry
FX = FINAL FX_IfantryTeslaDie
End
Behavior = SlowDeathBehavior ModuleTag_Death08;new and shiney microwave death effect
DeathTypes = NONE +EXTRA_2
DestructionDelay = 0
FX = INITIAL FX_MedicFireDie
OCL = INITIAL OCL_MicrowavedInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death09
DeathTypes = NONE +EXTRA_3
DestructionDelay = 0
FX = INITIAL FX_MedicTeslaDie
FX = FINAL FX_IfantryTeslaDie
OCL = INITIAL OCL_TeslaDeathInfantry
Weapon = INITIAL ShockTrooperTeslaDeathZapWeapon
Weapon = MIDPOINT ShockTrooperTeslaDeathZapWeapon
Weapon = FINAL ShockTrooperTeslaDeathZapWeapon
End
Behavior = SlowDeathBehavior ModuleTag_Death045;Brutal kill with lots of blood and no death scream
DeathTypes = NONE +EXTRA_4
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
OCL = INITIAL OCL_BrutalBloodyDeathBits
FX = INITIAL FX_InfantryGoreExplosion
End
Behavior = SlowDeathBehavior ModuleTag_036;Gore death explosion
DeathTypes = NONE +EXTRA_5
ProbabilityModifier = 30
DestructionDelay = 0
OCL = INITIAL OCL_BloodyGoreExplosion
FX = FINAL FX_InfantryGoreExplosion
End
Behavior = SlowDeathBehavior ModuleTag_Death0323
DeathTypes = NONE +EXTRA_5
ProbabilityModifier = 70
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_MedicDie
OCL = INITIAL OCL_BrutalBloodyDeathBits
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_03241156;Radiation Melt
DeathTypes = NONE +EXTRA_6
DestructionDelay = 0
OCL = INITIAL OCL_RadiationDeathInfantry
FX = INITIAL FX_GIDieRadiation
FX = FINAL FX_MedicToxinDie
End
Behavior = SlowDeathBehavior ModuleTag_0323241156;Radiation Melt
DeathTypes = NONE +EXTRA_7
DestructionDelay = 0
OCL = INITIAL OCL_NeutronRadiationDeathInfantry
FX = INITIAL FX_GIDieRadiation
FX = FINAL FX_MedicToxinDie
End
Behavior = SlowDeathBehavior ModuleTag_03231;Cryogenic Freeze death
DeathTypes = NONE +LASERED
DestructionDelay = 0
FX = INITIAL FX_GIDieCryoFreeze
OCL = INITIAL OCL_CrygenicDeathInfantry
End
; --- end Death modules ---
Geometry = BOX
GeometryMajorRadius = 5.0
GeometryMinorRadius = 5.0
GeometryHeight = 7.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 18;
ShadowSizeY = 18;
ShadowTexture = EXPowDcl;
End
Object EuropeMedic
; *** ART Parameters ***
SelectPortrait = SEMedic_L
ButtonImage = SEMedic
;UpgradeCameo1 = Upgrade_EuropeCeramicArmor
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;NORMAL STANDING
DefaultConditionState
Model = EIMedic_SKN
IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 10
IdleAnimation = NIHCKR_SKL.NIHCKR_IDA
IdleAnimation = NIHCKR_SKL.NIHCKR_IDB
AnimationMode = ONCE
HideSubObject = EXO
WeaponFireFXBone = PRIMARY Bone_SatCom
TransitionKey = TRANS_STAND
End
ConditionState = MOVING
Animation = NIHCKR_SKL.NIHCKR_RNA 14
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING UNPACKING
AliasConditionState = MOVING PREATTACK_A
AliasConditionState = MOVING USING_WEAPON_A
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING USING_WEAPON_A RELOADING_A
;Machine Pistol Attack
ConditionState = PREATTACK_A
Model = EIMedic_SKN_B
Animation = UIMOB01_SKL.UIMOB01_ATA1_ST; start firing
AnimationMode = ONCE
TransitionKey = TRANS_PREATTACK_A
End
ConditionState = USING_WEAPON_A
Model = EIMedic_SKN_B
Animation = UIMOB01_SKL.UIMOB01_ATA1_LP; looping firing
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
AnimationSpeedFactorRange = 2.0 4.0
WeaponFireFXBone = PRIMARY Muzzle
End
TransitionState = TRANS_FIRING_A TRANS_RELOADING_A
Model = EIMedic_SKN_B
Animation = UIMOB01_SKL.UIMOB01_ATA1_ED; end firing
AnimationMode = ONCE
End
ConditionState = RELOADING_A
Model = EIMedic_SKN_B
Animation = UIMOB01_SKL.UIMOB01_STA
AnimationMode = LOOP
TransitionKey = TRANS_RELOADING_A
End
AliasConditionState = USING_WEAPON_A RELOADING_A
;Recover Wounded infantry
;ConditionState = PREATTACK_C
;Animation = NIHCKR_SKL.NIHCKR_ATA1
;AnimationMode = ONCE
;End
;ConditionState = USING_WEAPON_C
;Animation = NIHCKR_SKL.NIHCKR_ATA2
;AnimationMode = LOOP
;TransitionKey = TRANS_FIRING_C
;End
;TransitionState = TRANS_FIRING_C TRANS_STAND
;Animation = NIHCKR_SKL.NIHCKR_ATA3
;AnimationMode = ONCE
;End
;Misc Animations
ConditionState = FREEFALL
Animation = NIHCKR_SKL.NIHCKR_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = NIHCKR_SKL.NIHCKR_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
ConditionState = DYING
Animation = NIHCKR_SKL.NIHCKR_DTA
Animation = NIHCKR_SKL.NIHCKR_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = NIHCKR_SKL.NIHCKR_ADTG1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = NIHCKR_SKL.NIHCKR_ADTG2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = NIHCKR_SKL.NIHCKR_ADTG3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = SPECIAL_CHEERING
Animation = NIHCKR_SKL.NIHCKR_CHA
AnimationMode = LOOP
End
TransitionState = TRANS_Falling TRANS_Chute
Animation = NIHCKR_SKL.NIHCKR_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_STAND
Animation = NIHCKR_SKL.NIHCKR_PTD
AnimationMode = ONCE
End
End
; ------------ Healing Ring -----------------
;Draw = W3DModelDraw ModuleTag_HealAura01
;ConditionState = NONE
;Model = EXMedicRcvr
;HideSubObject = CYLINDER01 Box01
;ParticleSysBone = NONE CombatMedicHealingRadiusEffect
;End
;ConditionState = PREATTACK_C
;Model = EXMedicRcvr
;Animation = EXMedicRcvr.EXMedicRcvr
;AnimationMode = LOOP
;Flags = RANDOMSTART
;HideSubObject = CYLINDER01 Box01
;ParticleSysBone = NONE CombatMedicHealingRadiusEffect
;End
;AliasConditionState = USING_WEAPON_C
;ConditionState = DYING
;Model = NONE
;End
;AliasConditionState = DYING EXPLODED_FLAILING
;AliasConditionState = DYING EXPLODED_BOUNCING
;AliasConditionState = FREEFALL DYING
;AliasConditionState = PARACHUTING
;AliasConditionState = PARACHUTING DYING
;End
; ***DESIGN parameters ***
DisplayName = OBJECT:CombatMedic
Side = Europe
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = NONE
Weapon = PRIMARY MedicMachinePistolWeapon
Weapon = SECONDARY NONE
AutoChooseSources = SECONDARY NONE
;Weapon = TERTIARY MedicMachineRecoverWoundedWeapon
;AutoChooseSources = TERTIARY none
End
;WeaponSet
;Conditions = PLAYER_UPGRADE
;Weapon = PRIMARY MedicMachinePistolUpgradedWeapon
;Weapon = SECONDARY NONE
;AutoChooseSources = SECONDARY NONE
;Weapon = TERTIARY MedicMachineRecoverWoundedWeapon
;AutoChooseSources = TERTIARY none
;End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 220
ShroudClearingRange = 220
BuildCost = 250
BuildTime = 8.0 ;in seconds
ExperienceValue = 40 40 60 80 ;Experience point value at each level
ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = EuropeMedicCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MedicVoiceSelect
VoiceAttack = MedicVoiceAttack
VoiceFear = MedicVoiceFear
VoiceMove = MedicVoiceMove
VoiceGuard = MedicVoiceMove
UnitSpecificSounds
VoiceCreate = MedicVoiceCreate
VoiceGarrison = MedicVoiceMove
VoiceEnter = MedicVoiceMove
VoiceGetHealed = MedicVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY OBSTACLE SCORE IGNORES_SELECT_ALL SALVAGER
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
;Behavior = MaxHealthUpgrade ModuleTag_Armor01
;TriggeredBy = Upgrade_EuropeCeramicArmor
;AddMaxHealth = 50.0
;ChangeType = ADD_CURRENT_HEALTH_TOO
;End
Behavior = AIUpdateInterface ModuleTag_0623;AIUpdateInterface ModuleTag_04byChinaBlackLotus
AutoAcquireEnemiesWhenIdle = No
End
Locomotor = SET_NORMAL BasicHumanLocomotor
;Locomotor = SET_NORMAL_UPGRADED EuropeanInfantryExoSkeletonLocomotor
Behavior = CommandButtonHuntUpdate ModuleTag_02232
End
Behavior = PhysicsBehavior ModuleTag_06
Mass = 5.0
End
Behavior = SquishCollide ModuleTag_08
End
Behavior = AutoHealBehavior ModuleTag_22
HealingAmount = 8
HealingDelay = 400; msec
Radius = 75.0
StartsActive = Yes
KindOf = INFANTRY
End
;Behavior = BoneFXDamage ModuleTag_Healing01
;End
;Behavior = BoneFXUpdate ModuleTag_Healing02
;PristineOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura
;DamagedOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura
;ReallyDamagedOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura
;End
;Behavior = FireWeaponUpdate ModuleTag_Healing03
;Weapon = MedicHealingDecalWeapon
;End
;Venom exo skeleton upgrade modules
;Behavior = SubObjectsUpgrade ModuleTag_Venom01
;TriggeredBy = Upgrade_EuropeVenom
;ShowSubObjects = EXO
;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora
;End
;Behavior = LocomotorSetUpgrade ModuleTag_Venom02
;TriggeredBy = Upgrade_EuropeVenom
;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora
;End
;Behavior = WeaponSetUpgrade ModuleTag_Venom03
;TriggeredBy = Upgrade_EuropeVenom
;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora
;End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -EXTRA_8
DestructionDelay = 0
OCL = INITIAL OCL_WoundedMedic
FX = INITIAL FX_MedicDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_MedicDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_MedicFireDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
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
DestructionDelay = 0
FX = INITIAL FX_MedicTeslaDie
OCL = INITIAL OCL_TeslaDeathInfantry
FX = FINAL FX_IfantryTeslaDie
End
Behavior = SlowDeathBehavior ModuleTag_Death08;new and shiney microwave death effect
DeathTypes = NONE +EXTRA_2
DestructionDelay = 0
FX = INITIAL FX_MedicFireDie
OCL = INITIAL OCL_MicrowavedInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death09
DeathTypes = NONE +EXTRA_3
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
OCL = INITIAL OCL_ViralInfantryDeath
End
Behavior = SlowDeathBehavior ModuleTag_Death045;Brutal kill with lots of blood and no death scream
DeathTypes = NONE +EXTRA_4
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
OCL = INITIAL OCL_BrutalBloodyDeathBits
FX = INITIAL FX_InfantryGoreExplosion
End
Behavior = SlowDeathBehavior ModuleTag_036;Gore death explosion
DeathTypes = NONE +EXTRA_5
ProbabilityModifier = 30
DestructionDelay = 0
OCL = INITIAL OCL_BloodyGoreExplosion
FX = FINAL FX_InfantryGoreExplosion
End
Behavior = SlowDeathBehavior ModuleTag_Death0323
DeathTypes = NONE +EXTRA_5
ProbabilityModifier = 70
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_MedicDie
OCL = INITIAL OCL_BrutalBloodyDeathBits
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_03241156;Radiation Melt
DeathTypes = NONE +EXTRA_6
DestructionDelay = 0
OCL = INITIAL OCL_RadiationDeathInfantry
FX = INITIAL FX_GIDieRadiation
FX = FINAL FX_MedicToxinDie
End
Behavior = SlowDeathBehavior ModuleTag_0323241156;Radiation Melt
DeathTypes = NONE +EXTRA_7
DestructionDelay = 0
OCL = INITIAL OCL_NeutronRadiationDeathInfantry
FX = INITIAL FX_GIDieRadiation
FX = FINAL FX_MedicToxinDie
End
Behavior = SlowDeathBehavior ModuleTag_03231;Cryogenic Freeze death
DeathTypes = NONE +LASERED
DestructionDelay = 0
FX = INITIAL FX_GIDieCryoFreeze
OCL = INITIAL OCL_CrygenicDeathInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Surrender_Death
DeathTypes = NONE +EXTRA_8
DestructionDelay = 0
FX = INITIAL FX_MedicSurrender
OCL = INITIAL OCL_MedicSurrendering
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_11
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI_2;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
;------------------------------------------------------------------------------
Object EuropeInfantryMedicSurrenderCrate
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; --- Idle
DefaultConditionState
Model = EIMedic_SKN
Animation = NIHCKR_SKL.NIHCKR_SUR
AnimationMode = ONCE
HideSubObject = EXO
TransitionKey = TRANS_SURRENDERING
WeaponMuzzleFlash = PRIMARY MuzzleFS
End
ConditionState = LOADED
Animation = NIHCKR_SKL.NIHCKR_SST
AnimationMode = LOOP
WaitForStateToFinishIfPossible = TRANS_SURRENDERING
End
; --- dying anims
ConditionState = RUBBLE
Animation = NIHCKR_SKL.NIHCKR_DTA
Animation = NIHCKR_SKL.NIHCKR_DTB
AnimationMode = ONCE
TransitionKey = None
AnimationSpeedFactorRange = 1.5 2.0
End
End
Draw = W3DModelDraw ModuleTag_SurrenderFlag01
DefaultConditionState
Model = EXSurndr_B
Animation = EXSurndr_B.EXSurndr_B
AnimationMode = ONCE
HideSubObject = FLAG
TransitionKey = TRANS_SURRENDERING
End
ConditionState = LOADED
ShowSubObject = FLAG
WaitForStateToFinishIfPossible = TRANS_SURRENDERING
End
ConditionState = RUBBLE
Animation = NONE
End
End
; ***DESIGN parameters ***
Side = Europe
EditorSorting = SYSTEM
WeaponSet
Conditions = None
Weapon = SECONDARY SuicideUnresistableWeapon
End
ArmorSet
Conditions = None
Armor = POWArmor
DamageFX = InfantryDamageFX
End
ExperienceValue = 0 0 0 0
ExperienceRequired = 0 0 0 0
IsTrainable = Yes
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** ENGINEERING Parameters ***
KindOf = INFANTRY UNATTACKABLE CAN_ATTACK
Body = ActiveBody ModuleTag_03
MaxHealth = 100.0
InitialHealth = 10.0
End
Behavior = AIUpdateInterface ModuleTag_03232
End
Behavior = OCLUpdate ModuleTag_ReviveTrigger01
MinDelay = 30000
MaxDelay = 33000
OCL = OCL_CreateRealFortress
End
Behavior = UnitCrateCollide ModuleTag_02
UnitCount = 1
UnitName = AmericanCIAInteligenceObject
RequiredKindOf = CAN_RAPPEL ;Rangers only
HumanOnly = No
BuildingPickup = No
PickupScience = SCIENCE_CapturePrisoners;Requires the rangers to have this upgrade
ForbidOwnerPlayer = Yes
ExecuteFX = FX_PrisonerCratePickup
ExecuteAnimation = PrisonerCaptured
ExecuteAnimationTime = 4.0 ; In seconds
ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
End
;Venom exo skeleton upgrade modules
Behavior = SubObjectsUpgrade ModuleTag_Venom01
TriggeredBy = Upgrade_EuropeVenom
ShowSubObjects = EXO
End
Behavior = TransportContain ModuleTag_Loaded01
Slots = 1
InitialPayload = GenericFakeRider1_Default_Rank 1
AllowInsideKindOf = NO_COLLIDE
End
Behavior = SquishCollide ModuleTag_Crush01
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Revive01
DeathTypes = NONE +SUICIDED
DestructionDelay = 0
End
Behavior = CreateObjectDie ModuleTag_Revive02
DeathTypes = NONE +SUICIDED
CreationList = OCL_SurrenderedMedicRevive
TransferPreviousHealth = Yes
End
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -SUICIDED
DestructionDelay = 0
OCL = INITIAL OCL_WoundedMedic
FX = INITIAL FX_MedicDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_MedicDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_MedicFireDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_MedicToxinDie
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
DestructionDelay = 0
FX = INITIAL FX_MedicTeslaDie
OCL = INITIAL OCL_TeslaDeathInfantry
FX = FINAL FX_IfantryTeslaDie
End
Behavior = SlowDeathBehavior ModuleTag_Death08;new and shiney microwave death effect
DeathTypes = NONE +EXTRA_2
DestructionDelay = 0
FX = INITIAL FX_MedicFireDie
OCL = INITIAL OCL_MicrowavedInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death09
DeathTypes = NONE +EXTRA_3
DestructionDelay = 0
FX = INITIAL FX_MedicTeslaDie
FX = FINAL FX_IfantryTeslaDie
OCL = INITIAL OCL_TeslaDeathInfantry
Weapon = INITIAL ShockTrooperTeslaDeathZapWeapon
Weapon = MIDPOINT ShockTrooperTeslaDeathZapWeapon
Weapon = FINAL ShockTrooperTeslaDeathZapWeapon
End
Behavior = SlowDeathBehavior ModuleTag_Death045;Brutal kill with lots of blood and no death scream
DeathTypes = NONE +EXTRA_4
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
OCL = INITIAL OCL_BrutalBloodyDeathBits
FX = INITIAL FX_InfantryGoreExplosion
End
Behavior = SlowDeathBehavior ModuleTag_036;Gore death explosion
DeathTypes = NONE +EXTRA_5
ProbabilityModifier = 30
DestructionDelay = 0
OCL = INITIAL OCL_BloodyGoreExplosion
FX = FINAL FX_InfantryGoreExplosion
End
Behavior = SlowDeathBehavior ModuleTag_Death0323
DeathTypes = NONE +EXTRA_5
ProbabilityModifier = 70
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_MedicDie
OCL = INITIAL OCL_BrutalBloodyDeathBits
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_03241156;Radiation Melt
DeathTypes = NONE +EXTRA_6
DestructionDelay = 0
OCL = INITIAL OCL_RadiationDeathInfantry
FX = INITIAL FX_GIDieRadiation
FX = FINAL FX_MedicToxinDie
End
Behavior = SlowDeathBehavior ModuleTag_0323241156;Radiation Melt
DeathTypes = NONE +EXTRA_7
DestructionDelay = 0
OCL = INITIAL OCL_NeutronRadiationDeathInfantry
FX = INITIAL FX_GIDieRadiation
FX = FINAL FX_MedicToxinDie
End
Behavior = SlowDeathBehavior ModuleTag_03231;Cryogenic Freeze death
DeathTypes = NONE +LASERED
DestructionDelay = 0
FX = INITIAL FX_GIDieCryoFreeze
OCL = INITIAL OCL_CrygenicDeathInfantry
End
; --- end Death modules ---
Geometry = BOX
GeometryMajorRadius = 5.0
GeometryMinorRadius = 5.0
GeometryHeight = 7.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 18;
ShadowSizeY = 18;
ShadowTexture = EXPowDcl;
End