BaseInfantry.xml 8.1 KB

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  1. <?xml version="1.0" encoding="UTF-8"?>
  2. <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance">
  3. <Tags></Tags>
  4. <Includes>
  5. <Include
  6. type="all"
  7. source="DATA:GlobalData/GlobalDefines.xml" />
  8. <Include
  9. type="instance"
  10. source="ART:ShadowI.xml" />
  11. <Include
  12. type="instance"
  13. source="BaseObject.xml" />
  14. <Include
  15. type="all"
  16. source="ART:NPParachute_SKN.w3x" />
  17. <Include
  18. type="all"
  19. source="ART:NPParachuteAllied_SKN.w3x" />
  20. <Include
  21. type="all"
  22. source="ART:NPParachuteSoviet_SKN.w3x" />
  23. <Include
  24. type="all"
  25. source="ART:NPParachuteJapan_SKN.w3x" />
  26. <Include
  27. type="all"
  28. source="ART:NPParachute_FALL.w3x" />
  29. <Include
  30. type="all"
  31. source="ART:NPParachute_LAND.w3x" />
  32. <Include
  33. type="all"
  34. source="ART:NPParachute_OPEN.w3x" />
  35. </Includes>
  36. <GameObject
  37. id="BaseInfantry"
  38. inheritFrom="BaseObject"
  39. RadarPriority="UNIT"
  40. TransportSlotCount="1"
  41. ProductionQueueType="INFANTRY"
  42. HealthBoxHeightOffset="20"
  43. UnitCategory="INFANTRY"
  44. CommandPoints="1"
  45. EvaEventSecondDamageFarFromFirstScanRange="600"
  46. VoiceSelectUnderFireTimeout="10s"
  47. VoiceSelectUnderFireDamageTime="3s"
  48. >
  49. <ArmorSet
  50. Armor="CryoBeamFrozenArmor"
  51. DamageFX="VehicleDamageFX"
  52. Conditions="SECONDARY_DAMAGE"
  53. />
  54. <Behaviors>
  55. <AttributeModifierPoolUpdate
  56. id="DefaultAttributeModifierPoolUpdate"/>
  57. <SquishCollide
  58. id ="DefaultSquishCollide"/>
  59. <CrushDie
  60. id="ModuleTAg_CrushDie">
  61. <DieMuxData
  62. DeathTypes="CRUSHED" />
  63. </CrushDie>
  64. <StancesBehavior
  65. id="ModuleTag_Stance"
  66. StanceTemplate="Generic" />
  67. <!-- handles being killed when frozen. -->
  68. <!-- <FXListBehavior
  69. id="ModuleTag_FrozenDeathFX">
  70. <DieMuxData
  71. DeathTypes="ALL"
  72. RequiredStatus="UNDER_FROZEN"/>
  73. <Event
  74. Index="onDeath"
  75. FX="FX_AlliedTankGun" />
  76. </FXListBehavior>-->
  77. <DestroyDie
  78. id="ModuleTag_FrozenDie">
  79. <DieMuxData
  80. DeathTypes="ALL"
  81. RequiredStatus="UNDER_FROZEN"/>
  82. </DestroyDie>
  83. <CreateObjectDie
  84. id="ModuleTag_CreateFrozenObjectDie"
  85. CreationList="InfantryShatter_OCL">
  86. <DieMuxData
  87. DeathTypes="ALL"
  88. RequiredStatus="UNDER_FROZEN"/>
  89. </CreateObjectDie>
  90. <!-- end of frozen death modules -->
  91. <FXListBehavior
  92. id="SquishedFXPlayer">
  93. <DieMuxData
  94. DeathTypes="CRUSHED" />
  95. <Event
  96. Index="onDeath"
  97. FX="FX_InfantrySquished" />
  98. </FXListBehavior>
  99. <FireWeaponWhenDead
  100. id="ModuleTag_CatalystDeathWeapon"
  101. InitiallyActive="true"
  102. DeathWeapon="CatalystInfantryDeathWeapon"
  103. ContinueToBezierDestination="false"
  104. UseMyKillerAsWeaponSource="true">
  105. <DieMuxData DeathTypes="CATALYST" />
  106. </FireWeaponWhenDead>
  107. <AutoHealBehavior
  108. id="Upgrade_HeroicHeal"
  109. InitiallyActive="false"
  110. HealOnlyIfNotInCombat="false"
  111. HealOnlyIfNotUnderAttack="false"
  112. StartHealingDelay="1s"
  113. HealingAmount="1"
  114. HealingDelay=".5s">
  115. <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
  116. </AutoHealBehavior>
  117. <SecondaryDamageTracker
  118. id="ModuleTag_SecondaryDamageTracker"
  119. UpdateDuration="1s"
  120. DissipateAmount="25"
  121. MaxDamageClampScaler="=$MAX_SECONDARY_DAMAGE_SCALER">
  122. <Color R="1.0" G="1.0" B="1.75"/>
  123. <EffectInfo
  124. Fraction="0.2"
  125. AttributeModifier="AttributeModifer_CryoBeam_02"
  126. />
  127. <EffectInfo
  128. Fraction="0.4"
  129. AttributeModifier="AttributeModifer_CryoBeam_04"
  130. />
  131. <EffectInfo
  132. Fraction="0.6"
  133. AttributeModifier="AttributeModifer_CryoBeam_06"
  134. />
  135. <EffectInfo
  136. Fraction="0.8"
  137. AttributeModifier="AttributeModifer_CryoBeam_08"
  138. />
  139. <EffectInfo
  140. Fraction="1.0"
  141. SetUpgradedArmor="true"
  142. OnEnterDisable="true"
  143. OnEnterCancelSpecialAbilities="true"
  144. AttributeModifier="AttributeModifer_CryoBeam_10"
  145. />
  146. </SecondaryDamageTracker>
  147. <RunOffMapBehavior
  148. id="ModuleTag_RunOffMapBehavior"
  149. RequiresSpecificTrigger="true"
  150. RunOffMapWaypointName="RunOffMap"
  151. />
  152. <LevelUpUpgrade
  153. id="ModuleTag_LevelUpUpgrade_Veteran"
  154. LevelCap="4"
  155. LevelsToGain="1">
  156. <TriggeredBy>Upgrade_CreationVeterancy_VETERAN</TriggeredBy>
  157. </LevelUpUpgrade>
  158. <LevelUpUpgrade
  159. id="ModuleTag_LevelUpUpgrade_Elite"
  160. LevelCap="4"
  161. LevelsToGain="1">
  162. <TriggeredBy>Upgrade_CreationVeterancy_ELITE</TriggeredBy>
  163. </LevelUpUpgrade>
  164. <LevelUpUpgrade
  165. id="ModuleTag_LevelUpUpgrade_Heroic"
  166. LevelCap="4"
  167. LevelsToGain="1">
  168. <TriggeredBy>Upgrade_CreationVeterancy_HEROIC</TriggeredBy>
  169. </LevelUpUpgrade>
  170. <SuppressionUpdate
  171. id="ModuleTag_SuppressionUpdate"
  172. UpdateDelay="1s"
  173. Suppressability="50"
  174. SuppressionDuration="5s"
  175. AttributeModifierSuppressed="Modifier_Test_Suppression"
  176. AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
  177. <!-- for use on objects that don't have Dynamics
  178. but that still may fall out of the sky on death
  179. Positive initial velocity means infantry will jump a little before falling -->
  180. <FreefallUpdate
  181. id="ModuleTag_FreefallUpdate"
  182. ModelConditionsToSet="STUNNED_FLAILING"
  183. InitialVelocity="5"
  184. Acceleration="1"
  185. TerminalVelocity="15"/>
  186. </Behaviors>
  187. <Body>
  188. <ActiveBody
  189. id="DefaultBody"/>
  190. </Body>
  191. <ClientBehaviors>
  192. <ModelConditionAudioLoopClientBehavior id="ModuleTag_ShockDeathOverLand">
  193. <ModelConditionSound Sound="Electro_BoneRattle_Death" RequiredFlags="DYING DEATH_1" ExcludedFlags="OVER_WATER" />
  194. </ModelConditionAudioLoopClientBehavior>
  195. <ModelConditionSoundSelectorClientBehavior id="Frozen">
  196. <Override RequiredFlags="PARALYZED">
  197. <AudioArrayVoice>
  198. <AudioEntry Sound="" AudioType="voiceAttack" />
  199. <AudioEntry Sound="" AudioType="voiceAttackAir" />
  200. <AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
  201. <AudioEntry Sound="" AudioType="voiceAttackGarrisonedStructure" />
  202. <AudioEntry Sound="" AudioType="voiceAttackStructure" />
  203. <AudioEntry Sound="" AudioType="voiceCreated" />
  204. <AudioEntry Sound="" AudioType="voiceDock" />
  205. <AudioEntry Sound="" AudioType="voiceFear" />
  206. <AudioEntry Sound="" AudioType="voiceGarrison" />
  207. <AudioEntry Sound="" AudioType="voiceMove" />
  208. <AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
  209. <AudioEntry Sound="" AudioType="voiceMoveWaterToLand" />
  210. <AudioEntry Sound="" AudioType="voiceMoveLandToWater" />
  211. <AudioEntry Sound="" AudioType="voiceRepair" />
  212. <AudioEntry Sound="" AudioType="voiceRetreatToCastle" />
  213. <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelect" />
  214. <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectBattle" />
  215. <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectUnderFire" />
  216. <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSupply" />
  217. </AudioArrayVoice>
  218. </Override>
  219. </ModelConditionSoundSelectorClientBehavior>
  220. </ClientBehaviors>
  221. <!--
  222. <ClientBehaviors>
  223. <ModelConditionAudioLoopClientBehavior id="ModuleTag_TurnIntoIceSound">
  224. <ModelConditionSound Sound="UnitFreeze" RequiredFlags="PARALYZED" />
  225. </ModelConditionAudioLoopClientBehavior>
  226. </ClientBehaviors>
  227. -->
  228. <EvaEventArray>
  229. <EvaEntry EvaEvent="UnitLost" EvaType="dieOwner" />
  230. <EvaEntry EvaEvent="UnitConstructionStarted" EvaType="productionStarted" />
  231. <EvaEntry EvaEvent="UnitUnderAttack" EvaType="damagedOwner" />
  232. <EvaEntry EvaEvent="UnitUnderAttackFromShroudedUnit" EvaType="damagedFromShroudedSourceOwner" />
  233. <EvaEntry EvaEvent="GenericUnitBeingBurned" EvaType="damagedByFireOwner" />
  234. <EvaEntry EvaEvent="AllyUnitUnderAttack" EvaType="damagedAlly" />
  235. <EvaEntry EvaEvent="UnitAmbushed" EvaType="ambushed" />
  236. <EvaEntry EvaEvent="GenericEnemyUnitSighted" EvaType="enemyObjectSighted" />
  237. <EvaEntry EvaEvent="EnemyStealthUnitDiscovered" EvaType="detectedEnemy" />
  238. <EvaEntry EvaEvent="NewConstructionOptions" EvaType="availableForProduction" />
  239. <EvaEntry EvaEvent="BuildOnHold" EvaType="buildOnHold" />
  240. <EvaEntry EvaEvent="BuildCancelled" EvaType="buildCancelled" />
  241. <EvaEntry EvaEvent="UnitPromoted" EvaType="promotedOwner" />
  242. </EvaEventArray>
  243. <CrusherInfo
  244. id="id_CrusherInfo"
  245. CrushableLevel="10" />
  246. </GameObject>
  247. </AssetDeclaration>