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- AIData
- StructureSeconds = 10 ; Ai tries to build a new structure every N seconds.
- TeamSeconds = 60 ; Ai tries to build a new team every N seconds.
- Wealthy = 14000 ; Number of resources for the AI to consider itself wealthy
- Poor = 2000 ; Number of resources for the AI to consider itself poor
- StructuresWealthyRate = 1.0 ; (2=twice as fast) Rate modifier for structure building when wealthy.
- StructuresPoorRate = 0.5 ; (0.5=half as fast) Rate modifier for structures when poor.
- TeamsWealthyRate = 1.0 ; (2=twice as fast) Rate modifier for teams building when wealthy.
- TeamsPoorRate = 0.5 ; (0.5=half as fast) Rate modifier for teams when poor.
- TeamResourcesToStart = 0.80 ; (1.0=100%) Amount of resources required to start building a team.
- GuardInnerModifierAI = 1.0 ;The radius modifier to vision which a guarding (AI Controlled) unit will agressively attack
- GuardOuterModifierAI = 2.0 ;The radius modifier to vision which a guarding (AI Controlled) unit will chase after
- ; GuardInnerModifierHuman = 0.67 ;The radius modifier to vision which a guarding (Human Controlled) unit will agressively attack
- ; GuardOuterModifierHuman = 1.0 ;The radius modifier to vision which a guarding (Human Controlled) unit will chase after
- GuardChaseUnitsDuration = 10000 ;The number of msec for which a guarding unit will chase attackers before giving up
- AttackPriorityDistanceModifier = 100.0; The distance required to reduce attack priority by 1.
- MaxRecruitRadius = 1500.0; The maximum distance a unit will be from a unit that recruits it.
- SideInfo China
- ResourceGatherersEasy = 1
- ResourceGatherersNormal = 2
- ResourceGatherersHard = 3
- BaseDefenseStructure1 = ChinaGattlingCannon
- SkillSet1
- Science = SCIENCE_RedGuardTraining
- Science = SCIENCE_ClusterMines
- Science = SCIENCE_NukeLauncher
- Science = SCIENCE_ArtilleryBarrage1
- Science = SCIENCE_ArtilleryTraining
- Science = SCIENCE_ArtilleryBarrage2
- End
- End
- SideInfo America
- ResourceGatherersEasy = 1
- ResourceGatherersNormal = 1
- ResourceGatherersHard = 1
- BaseDefenseStructure1 = AmericaPatriotBattery
- SkillSet1
- Science = SCIENCE_Pathfinder
- Science = SCIENCE_StealthFighter
- Science = SCIENCE_PaladinTank
- Science = SCIENCE_Paradrop1
- Science = SCIENCE_Paradrop2
- Science = SCIENCE_DaisyCutter
- End
- End
- End
- ;-----------------------------------------------------------------------------------
- Object CINE_TrainEngine
- ReplaceModule ModuleTag_03
- Behavior = RailroadBehavior ModuleTag_03_Override
- PathPrefixName = Railroad
- ;=== PARAMETERS FOR ALL CARRIAGES ===
- RunningGarrisonSpeedMax = 1
- KillSpeedMin = 1
- Friction = 0.995
- BigMetalBounceSound = BuildingFallingMetal
- SmallMetalBounceSound = VehicleImpactHeavy
- MeatyBounceSound = InfantryCrush
- ClicketyClackSound = TrainClicketyClack
- WhistleSound = TrainWhistle
- ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
- IsLocomotive = Yes
- SpeedMax = .88
- Acceleration = 1.03
- WaitAtStationTime = 10000 ; ten seconds
- Braking = 0.97
- ; RunningSound = TrainRunningLoop
- CrashFXTemplateName = SpecialEffectsTrainCrashObject
- CarriageTemplateName = TrainCar03
- CarriageTemplateName = TrainCar03
- CarriageTemplateName = TrainCoal
- CarriageTemplateName = TrainCab
- ;CarriageTemplateName = TrainCar01
- ;CarriageTemplateName = TrainCar02
- ;CarriageTemplateName = TrainCar03
- ;CarriageTemplateName = TrainCoal
- ;CarriageTemplateName = TrainTank
- ;CarriageTemplateName = CabooseFullOfTerrorists
- End
- End
- End
- WaterTransparency
- TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
- TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
- SkyboxTextureN = TSMrnCldy_N.tga
- SkyboxTextureE = TSMrnCldy_E.tga
- SkyboxTextureS = TSMrnCldy_S.tga
- SkyboxTextureW = TSMrnCldy_W.tga
- SkyboxTextureT = TSMrnCldy_T.tga
- End
- ;--------------------------------------------------------------------
- Locomotor CINE_SupplyTruckLocomotor
- Speed = 30 ; in dist/sec
- TurnRate = 90 ; in degrees/sec
- Acceleration = 50 ; in dist/(sec^2)
- MinTurnSpeed = 15 ; in dist/sec
- AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration.
- BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
- PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back.
- RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
- PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
- ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops.
- LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll.
- HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
- MaximumWheelExtension = .2 ; Maximum distance the wheels will drop on the model.
- MaximumWheelCompression = .2 ; Maximum distance the wheel will move up into the chassis.
- FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
- End
- ;-----------------------------------------------------------
- Object BaikonurRocketDetonation
- ReplaceModule ModuleTag_08
- Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08_Override
- DestructionDelay = 3501
- ScorchMarkSize = 1
- FXList = FX_BaikonurNuke
-
- Blast1Enabled = Yes
- Blast1Delay = 580 ;in milliseconds
- Blast1ScorchDelay = 100 ;in milliseconds
- Blast1InnerRadius = 60.0 ;objects inside this get the full damage
- Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
- Blast1MaxDamage = 0.0 ;damage within inner radius of blast
- Blast1MinDamage = 0.0 ;always do at least this much damage to objects
- Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
- Blast1PushForce = 10.0 ;higher #'s push more
-
- Blast2Enabled = Yes
- Blast2Delay = 660 ;in milliseconds
- Blast2ScorchDelay = 180 ;in milliseconds
- Blast2InnerRadius = 90.0 ;objects inside this get the full damage
- Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
- Blast2MaxDamage = 0.0 ;damage within inner radius of blast
- Blast2MinDamage = 0.0 ;always do at least this much damage to objects
- Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
- Blast2PushForce = 8.0 ;higher #'s push more
-
- Blast3Enabled = Yes
- Blast3Delay = 720 ;in milliseconds
- Blast3ScorchDelay = 260 ;in milliseconds
- Blast3InnerRadius = 120.0 ;objects inside this get the full damage
- Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
- Blast3MaxDamage = 0.0 ;damage within inner radius of blast
- Blast3MinDamage = 0.0 ;always do at least this much damage to objects
- Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
- Blast3PushForce = 6.0 ;higher #'s push more
- Blast4Enabled = Yes
- Blast4Delay = 850 ;in milliseconds
- Blast4ScorchDelay = 340 ;in milliseconds
- Blast4InnerRadius = 150.0 ;objects inside this get the full damage
- Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
- Blast4MaxDamage = 0.0 ;damage within inner radius of blast
- Blast4MinDamage = 0.0 ;always do at least this much damage to objects
- Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
- Blast4PushForce = 6.0 ;higher #'s push more
- Blast5Enabled = Yes
- Blast5Delay = 1000 ;in milliseconds
- Blast5ScorchDelay = 420 ;in milliseconds
- Blast5InnerRadius = 180.0 ;objects inside this get the full damage
- Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
- Blast5MaxDamage = 0.0 ;damage within inner radius of blast
- Blast5MinDamage = 0.0 ;always do at least this much damage to objects
- Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
- Blast5PushForce = 6.0 ;higher #'s push more
-
- Blast6Enabled = Yes
- Blast6Delay = 1180 ;in milliseconds
- Blast6ScorchDelay = 500 ;in milliseconds
- Blast6InnerRadius = 60.0 ;objects inside this get the full damage
- Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
- Blast6MaxDamage = 0.0 ;damage within inner radius of blast
- Blast6MinDamage = 0.0 ;always do at least this much damage to objects
- Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
- Blast6PushForce = 4.0 ;higher #'s push more
- Blast7Enabled = Yes
- Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
- Blast7ScorchDelay = 620 ;in milliseconds
- Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
- Blast8Enabled = Yes
- Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
- Blast8ScorchDelay = 700 ;in milliseconds
- Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
- Blast9Enabled = Yes
- Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
- Blast9ScorchDelay = 800 ;in milliseconds
- Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage
-
- OCL = MIDPOINT OCL_PoisonFieldLarge
- End
- End
- End
- SpecialPower SuperweaponDaisyCutter
- Enum = SPECIAL_DAISY_CUTTER
- ReloadTime = 600000 ; in milliseconds
- RequiredScience = SCIENCE_DaisyCutter
- PublicTimer = Yes
- SharedSyncedTimer = Yes
- ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player
- ViewObjectRange = 250 ; And how far it can see
- RadiusCursorRadius = 100
- End
-
- SpecialPower SuperweaponEMPPulse
- Enum = SPECIAL_EMP_PULSE
- ReloadTime = 660000 ; in milliseconds
- RequiredScience = SCIENCE_EMPPulse
- PublicTimer = Yes
- SharedSyncedTimer = Yes
- ViewObjectDuration = 30000
- ViewObjectRange = 250
- RadiusCursorRadius = 200
- End
- SpecialPower SuperweaponNeutronMissile
- Enum = SPECIAL_NEUTRON_MISSILE
- ReloadTime = 660000 ; in milliseconds. min is 2x door/open close time!
- InitiateSound = AirRaidSiren ; plays at source
- InitiateAtLocationSound = AirRaidSiren ; plays at target
- PublicTimer = Yes
- ViewObjectDuration = 40000
- ViewObjectRange = 250
- RadiusCursorRadius = 210
- End
- SpecialPower SuperweaponParticleUplinkCannon
- Enum = SPECIAL_PARTICLE_UPLINK_CANNON
- ReloadTime = 540000 ; in milliseconds
- PublicTimer = Yes
- ViewObjectDuration = 30000
- ViewObjectRange = 250
- End
- ;--------------------------------------------------------------------
- Object CINE_MogadishuHighrise03
- ReplaceModule ModuleTag_02
- Body = StructureBody ModuleTag_02_Override
- MaxHealth = 10000.0
- InitialHealth = 10000.0
- End
- End
- End
- CommandSet SCIENCE_GLA_CommandSetRank1
- 1 = Command_PurchaseScienceTechnicalTraining
- 2 = Command_PurchaseScienceMarauderTank
- 3 = Command_PurchaseScienceEmergencyRepair1
- END
- ; Rank 3 assign buttons to position like so:
- ; 1 4 7 10
- ; 2 5 8 11
- ; 3 6 9 12
- CommandSet SCIENCE_GLA_CommandSetRank3
- 1 = Command_PurchaseScienceScudLauncher
- 4 = Command_PurchaseScienceCashBounty1
- 5 = Command_PurchaseScienceCashBounty2
- 6 = Command_PurchaseScienceCashBounty3
- 7 = Command_PurchaseScienceRebelAmbush1
- 8 = Command_PurchaseScienceRebelAmbush2
- 9 = Command_PurchaseScienceRebelAmbush3
- 10 = Command_PurchaseScienceHijacker
- END
- ;; -------------------------------------
- ;; GLA Sciences
- ;; -------------------------------------
- ; --- LEVEL 1 POWERS ---
- Science SCIENCE_ScudLauncher
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLASCUDLauncher
- Description = CONTROLBAR:ToolTipGLAScienceSCUDLauncher
- End
- Science SCIENCE_MarauderTank
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAMaruaderTank
- Description = CONTROLBAR:ToolTipGLaScienceMarauderTank
- End
- Science SCIENCE_TechnicalTraining
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLATechnicalTraining
- Description = CONTROLBAR:ToolTipGLAScienceTechnicalTraining
- End
- ; --- LEVEL 3 POWERS ---
- Science SCIENCE_Hijacker
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAHijacker
- Description = CONTROLBAR:ToolTipGLAScienceHijacker
- End
- Science SCIENCE_RebelAmbush1
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush1
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_RebelAmbush2
- PrerequisiteSciences = SCIENCE_RebelAmbush1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush2
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_RebelAmbush3
- PrerequisiteSciences = SCIENCE_RebelAmbush2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush3
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_CashBounty1
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty1
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- Science SCIENCE_CashBounty2
- PrerequisiteSciences = SCIENCE_CashBounty1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty2
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- Science SCIENCE_CashBounty3
- PrerequisiteSciences = SCIENCE_CashBounty2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty3
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- ; --- LEVEL 8 POWERS ---
- Science SCIENCE_AnthraxBomb
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAAnthraxBomb
- Description = CONTROLBAR:ToolTipGLAScienceAnthraxBomb
- End
- ; --- LEVEL 3, Common to all sides ---
- Science SCIENCE_EmergencyRepair1
- PrerequisiteSciences = SCIENCE_Rank1 ;No country Science requirement
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair1
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Science SCIENCE_EmergencyRepair2
- PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair2
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Science SCIENCE_EmergencyRepair3
- PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair3
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
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