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- <?xml version="1.0" encoding="UTF-8"?>
- <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance">
- <Tags></Tags>
- <Includes>
- <Include
- type="all"
- source="DATA:GlobalData/GlobalDefines.xml" />
- <Include
- type="instance"
- source="ART:ShadowI.xml" />
- <Include
- type="instance"
- source="BaseObject.xml" />
- <Include
- type="all"
- source="ART:NPParachute_SKN.w3x" />
- <Include
- type="all"
- source="ART:NPParachuteAllied_SKN.w3x" />
- <Include
- type="all"
- source="ART:NPParachuteSoviet_SKN.w3x" />
- <Include
- type="all"
- source="ART:NPParachuteJapan_SKN.w3x" />
- <Include
- type="all"
- source="ART:NPParachute_FALL.w3x" />
- <Include
- type="all"
- source="ART:NPParachute_LAND.w3x" />
- <Include
- type="all"
- source="ART:NPParachute_OPEN.w3x" />
- </Includes>
- <GameObject
- id="BaseInfantry"
- inheritFrom="BaseObject"
- RadarPriority="UNIT"
- TransportSlotCount="1"
- ProductionQueueType="INFANTRY"
- HealthBoxHeightOffset="20"
- UnitCategory="INFANTRY"
- CommandPoints="1"
- EvaEventSecondDamageFarFromFirstScanRange="600"
- VoiceSelectUnderFireTimeout="10s"
- VoiceSelectUnderFireDamageTime="3s"
- >
- <ArmorSet
- Armor="CryoBeamFrozenArmor"
- DamageFX="VehicleDamageFX"
- Conditions="SECONDARY_DAMAGE"
- />
- <Behaviors>
- <AttributeModifierPoolUpdate
- id="DefaultAttributeModifierPoolUpdate"/>
- <SquishCollide
- id ="DefaultSquishCollide"/>
- <CrushDie
- id="ModuleTAg_CrushDie">
- <DieMuxData
- DeathTypes="CRUSHED" />
- </CrushDie>
- <StancesBehavior
- id="ModuleTag_Stance"
- StanceTemplate="Generic" />
- <!-- handles being killed when frozen. -->
- <!-- <FXListBehavior
- id="ModuleTag_FrozenDeathFX">
- <DieMuxData
- DeathTypes="ALL"
- RequiredStatus="UNDER_FROZEN"/>
- <Event
- Index="onDeath"
- FX="FX_AlliedTankGun" />
- </FXListBehavior>-->
- <DestroyDie
- id="ModuleTag_FrozenDie">
- <DieMuxData
- DeathTypes="ALL"
- RequiredStatus="UNDER_FROZEN"/>
- </DestroyDie>
- <CreateObjectDie
- id="ModuleTag_CreateFrozenObjectDie"
- CreationList="InfantryShatter_OCL">
- <DieMuxData
- DeathTypes="ALL"
- RequiredStatus="UNDER_FROZEN"/>
- </CreateObjectDie>
- <!-- end of frozen death modules -->
- <FXListBehavior
- id="SquishedFXPlayer">
- <DieMuxData
- DeathTypes="CRUSHED" />
- <Event
- Index="onDeath"
- FX="FX_InfantrySquished" />
- </FXListBehavior>
- <FireWeaponWhenDead
- id="ModuleTag_CatalystDeathWeapon"
- InitiallyActive="true"
- DeathWeapon="CatalystInfantryDeathWeapon"
- ContinueToBezierDestination="false"
- UseMyKillerAsWeaponSource="true">
- <DieMuxData DeathTypes="CATALYST" />
- </FireWeaponWhenDead>
-
- <AutoHealBehavior
- id="Upgrade_HeroicHeal"
- InitiallyActive="false"
- HealOnlyIfNotInCombat="false"
- HealOnlyIfNotUnderAttack="false"
- StartHealingDelay="1s"
- HealingAmount="1"
- HealingDelay=".5s">
- <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
- </AutoHealBehavior>
-
- <SecondaryDamageTracker
- id="ModuleTag_SecondaryDamageTracker"
- UpdateDuration="1s"
- DissipateAmount="25"
- MaxDamageClampScaler="=$MAX_SECONDARY_DAMAGE_SCALER">
- <Color R="1.0" G="1.0" B="1.75"/>
- <EffectInfo
- Fraction="0.2"
- AttributeModifier="AttributeModifer_CryoBeam_02"
- />
- <EffectInfo
- Fraction="0.4"
- AttributeModifier="AttributeModifer_CryoBeam_04"
- />
- <EffectInfo
- Fraction="0.6"
- AttributeModifier="AttributeModifer_CryoBeam_06"
- />
- <EffectInfo
- Fraction="0.8"
- AttributeModifier="AttributeModifer_CryoBeam_08"
- />
- <EffectInfo
- Fraction="1.0"
- SetUpgradedArmor="true"
- OnEnterDisable="true"
- OnEnterCancelSpecialAbilities="true"
- AttributeModifier="AttributeModifer_CryoBeam_10"
- />
- </SecondaryDamageTracker>
- <RunOffMapBehavior
- id="ModuleTag_RunOffMapBehavior"
- RequiresSpecificTrigger="true"
- RunOffMapWaypointName="RunOffMap"
- />
- <LevelUpUpgrade
- id="ModuleTag_LevelUpUpgrade_Veteran"
- LevelCap="4"
- LevelsToGain="1">
- <TriggeredBy>Upgrade_CreationVeterancy_VETERAN</TriggeredBy>
- </LevelUpUpgrade>
- <LevelUpUpgrade
- id="ModuleTag_LevelUpUpgrade_Elite"
- LevelCap="4"
- LevelsToGain="1">
- <TriggeredBy>Upgrade_CreationVeterancy_ELITE</TriggeredBy>
- </LevelUpUpgrade>
- <LevelUpUpgrade
- id="ModuleTag_LevelUpUpgrade_Heroic"
- LevelCap="4"
- LevelsToGain="1">
- <TriggeredBy>Upgrade_CreationVeterancy_HEROIC</TriggeredBy>
- </LevelUpUpgrade>
-
- <SuppressionUpdate
- id="ModuleTag_SuppressionUpdate"
- UpdateDelay="1s"
- Suppressability="50"
- SuppressionDuration="5s"
- AttributeModifierSuppressed="Modifier_Test_Suppression"
- AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
-
- <!-- for use on objects that don't have Dynamics
- but that still may fall out of the sky on death
- Positive initial velocity means infantry will jump a little before falling -->
- <FreefallUpdate
- id="ModuleTag_FreefallUpdate"
- ModelConditionsToSet="STUNNED_FLAILING"
- InitialVelocity="5"
- Acceleration="1"
- TerminalVelocity="15"/>
- </Behaviors>
- <Body>
- <ActiveBody
- id="DefaultBody"/>
- </Body>
- <ClientBehaviors>
- <ModelConditionAudioLoopClientBehavior id="ModuleTag_ShockDeathOverLand">
- <ModelConditionSound Sound="Electro_BoneRattle_Death" RequiredFlags="DYING DEATH_1" ExcludedFlags="OVER_WATER" />
- </ModelConditionAudioLoopClientBehavior>
- <ModelConditionSoundSelectorClientBehavior id="Frozen">
- <Override RequiredFlags="PARALYZED">
- <AudioArrayVoice>
- <AudioEntry Sound="" AudioType="voiceAttack" />
- <AudioEntry Sound="" AudioType="voiceAttackAir" />
- <AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
- <AudioEntry Sound="" AudioType="voiceAttackGarrisonedStructure" />
- <AudioEntry Sound="" AudioType="voiceAttackStructure" />
- <AudioEntry Sound="" AudioType="voiceCreated" />
- <AudioEntry Sound="" AudioType="voiceDock" />
- <AudioEntry Sound="" AudioType="voiceFear" />
- <AudioEntry Sound="" AudioType="voiceGarrison" />
- <AudioEntry Sound="" AudioType="voiceMove" />
- <AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
- <AudioEntry Sound="" AudioType="voiceMoveWaterToLand" />
- <AudioEntry Sound="" AudioType="voiceMoveLandToWater" />
- <AudioEntry Sound="" AudioType="voiceRepair" />
- <AudioEntry Sound="" AudioType="voiceRetreatToCastle" />
- <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelect" />
- <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectBattle" />
- <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectUnderFire" />
- <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSupply" />
- </AudioArrayVoice>
- </Override>
- </ModelConditionSoundSelectorClientBehavior>
- </ClientBehaviors>
- <!--
- <ClientBehaviors>
- <ModelConditionAudioLoopClientBehavior id="ModuleTag_TurnIntoIceSound">
- <ModelConditionSound Sound="UnitFreeze" RequiredFlags="PARALYZED" />
- </ModelConditionAudioLoopClientBehavior>
- </ClientBehaviors>
- -->
- <EvaEventArray>
- <EvaEntry EvaEvent="UnitLost" EvaType="dieOwner" />
- <EvaEntry EvaEvent="UnitConstructionStarted" EvaType="productionStarted" />
- <EvaEntry EvaEvent="UnitUnderAttack" EvaType="damagedOwner" />
- <EvaEntry EvaEvent="UnitUnderAttackFromShroudedUnit" EvaType="damagedFromShroudedSourceOwner" />
- <EvaEntry EvaEvent="GenericUnitBeingBurned" EvaType="damagedByFireOwner" />
- <EvaEntry EvaEvent="AllyUnitUnderAttack" EvaType="damagedAlly" />
- <EvaEntry EvaEvent="UnitAmbushed" EvaType="ambushed" />
- <EvaEntry EvaEvent="GenericEnemyUnitSighted" EvaType="enemyObjectSighted" />
- <EvaEntry EvaEvent="EnemyStealthUnitDiscovered" EvaType="detectedEnemy" />
- <EvaEntry EvaEvent="NewConstructionOptions" EvaType="availableForProduction" />
- <EvaEntry EvaEvent="BuildOnHold" EvaType="buildOnHold" />
- <EvaEntry EvaEvent="BuildCancelled" EvaType="buildCancelled" />
- <EvaEntry EvaEvent="UnitPromoted" EvaType="promotedOwner" />
- </EvaEventArray>
-
- <CrusherInfo
- id="id_CrusherInfo"
- CrushableLevel="10" />
- </GameObject>
- </AssetDeclaration>
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