AlliedBaseDefenseAdvanced.xml 17 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:xi="http://www.w3.org/2001/XInclude">
  3. <Tags></Tags>
  4. <Includes>
  5. <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
  6. <Include type="all" source="ART:ABBaseDefenseAdvanced_SKN.w3x" />
  7. <Include type="all" source="ART:ABBaseDefenseAdvanced_PATK.w3x" />
  8. <Include type="all" source="ART:ABBaseDefenseAdvanced_ATK.w3x" />
  9. <Include type="all" source="ART:ABBaseDefense_Platform.w3x" />
  10. <Include type="all" source="ART:ABBaseDefense_Platform_BLD.w3x" />
  11. <Include type="all" source="ART:ABBaseDefenseAdvanced_BLD_SKN.w3x" />
  12. <Include type="all" source="ART:ABBaseDefenseAdvanced_BLD_BLD.w3x" />
  13. <Include type="all" source="ART:ABBaseDefenseAdvanced_BLD_BLDW.w3x" />
  14. <Include type="all" source="ART:FXAlliedPrismBeam.xml" />
  15. <!-- Base Object -->
  16. <Include type="instance" source="DATA:BaseObjects/BaseStructure.xml" />
  17. </Includes>
  18. <GameObject
  19. id="AlliedBaseDefenseAdvanced"
  20. inheritFrom="BaseStructure"
  21. SelectPortrait="Portrait_AlliedBaseDefenseAdvanced"
  22. ButtonImage="Button_AlliedBaseDefenseAdvanced_on"
  23. Side="Allies"
  24. EditorSorting="STRUCTURE"
  25. BuildTime="30"
  26. EnergyProduction="-75"
  27. CommandSet="AlliedBaseDefenseAdvancedCommandSet"
  28. KindOf="-NOT_AUTOACQUIRABLE +FS_BASE_DEFENSE +POWERED +CAN_ATTACK +CAN_SEE_THROUGH_STRUCTURE +LINE_OF_SIGHT_IGNORES_BUILDINGS"
  29. RadarPriority="STRUCTURE"
  30. PlacementViewAngle="315d"
  31. CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE"
  32. ProductionQueueType="OTHER_STRUCTURE"
  33. BuildPlacementTypeFlag="OTHER_STRUCTURE"
  34. EditorName="AlliedBaseDefenseAdvanced"
  35. WeaponCategory="CANNON"
  36. TypeDescription="Type:AlliedBaseDefenseAdvanced"
  37. Description="Desc:AlliedBaseDefenseAdvanced">
  38. <DisplayName
  39. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:AlliedBaseDefenseAdvanced</DisplayName>
  40. <GameDependency>
  41. <RequiredObject>AlliedTechStructure</RequiredObject>
  42. <RequiredObject>AlliedPowerPlant</RequiredObject>
  43. </GameDependency>
  44. <ObjectResourceInfo>
  45. <BuildCost Account="=$ACCOUNT_ORE" Amount="1200"/>
  46. </ObjectResourceInfo>
  47. <ArmorSet
  48. Armor="AlliedAdvancedBaseDefenseArmor"
  49. DamageFX="FactionStructureDamageFX" />
  50. <SkirmishAIInformation
  51. BaseBuildingLocation="DEFENSE" >
  52. <ConstructionBaseSelectionCriteria
  53. ExcludedBaseTypes="NO_BUILD_RADIUS"
  54. PreferredBaseTypes="ENEMIES_IN_BASE UNDER_ATTACK"
  55. SortOrder="PREFER_MOST_RECENTLY_ATTACKED" />
  56. </SkirmishAIInformation>
  57. <Draws>
  58. <ScriptedModelDraw
  59. id="ModuleTag_01"
  60. ExtraPublicBone="FX_WeaponA FX_bone01 FX_bone02 BONE_CONTACT_POINT_01 BONE_CONTACT_POINT_02 BONE_CONTACT_POINT_03 BONE_CONTACT_POINT_04 BONE_CONTACT_POINT_05 BONE_CONTACT_POINT_06 BONE_CONTACT_POINT_07 BONE_CONTACT_POINT_08"
  61. OkToChangeModelColor="true">
  62. <ModelConditionState
  63. ParseCondStateType="PARSE_DEFAULT">
  64. <Model
  65. Name="ABBaseDefenseAdvanced_SKN" />
  66. <WeaponFireFXBone
  67. WeaponSlotType="PRIMARY_WEAPON"
  68. BoneName="FX_WeaponA" />
  69. <WeaponLaunchBone
  70. WeaponSlotType="PRIMARY_WEAPON"
  71. BoneName="FX_WeaponA" />
  72. <WeaponFireFXBone
  73. WeaponSlotType="SECONDARY_WEAPON"
  74. BoneName="FX_WeaponA" />
  75. <WeaponLaunchBone
  76. WeaponSlotType="SECONDARY_WEAPON"
  77. BoneName="FX_WeaponA" />
  78. </ModelConditionState>
  79. <ModelConditionState
  80. ParseCondStateType="PARSE_NORMAL"
  81. ConditionsYes="STRUCTURE_UNPACKING">
  82. <Model
  83. Name="ABBaseDefenseAdvanced_BLD_SKN" />
  84. </ModelConditionState>
  85. <ModelConditionState
  86. ParseCondStateType="PARSE_NORMAL"
  87. ConditionsYes="SOLD">
  88. <Model
  89. Name="ABBaseDefenseAdvanced_BLD_SKN" />
  90. </ModelConditionState>
  91. <AnimationState
  92. ParseCondStateType="PARSE_DEFAULT"
  93. Flags="START_FRAME_FIRST">
  94. <Animation
  95. AnimationName="ABBaseDefenseAdvanced_PATK"
  96. AnimationMode="ONCE_BACKWARDS"/>
  97. </AnimationState>
  98. <AnimationState
  99. ParseCondStateType="PARSE_NORMAL"
  100. ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
  101. <Animation
  102. AnimationName="ABBaseDefenseAdvanced_BLD_BLDW"
  103. AnimationMode="ONCE"
  104. AnimationAbsoluteTime="2s" />
  105. <ParticleSysBone
  106. BoneName="NONE"
  107. FXParticleSystemTemplate="Con_Med"
  108. FollowBone="true" />
  109. <ParticleSysBone
  110. BoneName="NONE"
  111. FXParticleSystemTemplate="Con_Lights"
  112. FollowBone="true" />
  113. <ParticleSysBone
  114. BoneName="NONE"
  115. FXParticleSystemTemplate="Con_Flash"
  116. FollowBone="true" />
  117. </AnimationState>
  118. <AnimationState
  119. ParseCondStateType="PARSE_NORMAL"
  120. ConditionsYes="STRUCTURE_UNPACKING">
  121. <Animation
  122. AnimationName="ABBaseDefenseAdvanced_BLD_BLD"
  123. AnimationMode="ONCE"
  124. AnimationAbsoluteTime="2s" />
  125. <ParticleSysBone
  126. BoneName="NONE"
  127. FXParticleSystemTemplate="Con_Med"
  128. FollowBone="true" />
  129. <ParticleSysBone
  130. BoneName="NONE"
  131. FXParticleSystemTemplate="Con_Lights"
  132. FollowBone="true" />
  133. <ParticleSysBone
  134. BoneName="NONE"
  135. FXParticleSystemTemplate="Con_Flash"
  136. FollowBone="true" />
  137. </AnimationState>
  138. <AnimationState
  139. ParseCondStateType="PARSE_NORMAL"
  140. ConditionsYes="SOLD"
  141. Flags="START_FRAME_LAST">
  142. <Animation
  143. AnimationName="ABBaseDefenseAdvanced_BLD_BLD"
  144. AnimationMode="ONCE_BACKWARDS"
  145. AnimationAbsoluteTime="2s"/>
  146. </AnimationState>
  147. <AnimationState
  148. ParseCondStateType="PARSE_NORMAL"
  149. ConditionsYes="PREATTACK_A">
  150. <Animation
  151. AnimationName="ABBaseDefenseAdvanced_PATK"
  152. AnimationMode="ONCE"/>
  153. <ParticleSysBone
  154. BoneName="None"
  155. FXParticleSystemTemplate="AlliedPrismPreAttackLight" />
  156. </AnimationState>
  157. <AnimationState
  158. ParseCondStateType="PARSE_NORMAL"
  159. ConditionsYes="PREATTACK_B">
  160. <Animation
  161. AnimationName="ABBaseDefenseAdvanced_PATK"
  162. AnimationMode="ONCE"/>
  163. <ParticleSysBone
  164. BoneName="None"
  165. FXParticleSystemTemplate="AlliedPrismPreAttackLight" />
  166. </AnimationState>
  167. <AnimationState
  168. ParseCondStateType="PARSE_NORMAL"
  169. ConditionsYes="USING_WEAPON_A">
  170. <Animation
  171. AnimationName="ABBaseDefenseAdvanced_ATK"
  172. AnimationMode="ONCE"/>
  173. </AnimationState>
  174. <AnimationState
  175. ParseCondStateType="PARSE_NORMAL"
  176. ConditionsYes="USING_WEAPON_B">
  177. <Animation
  178. AnimationName="ABBaseDefenseAdvanced_ATK"
  179. AnimationMode="ONCE"/>
  180. </AnimationState>
  181. </ScriptedModelDraw>
  182. <!-- DRAW PLATFORM -->
  183. <ScriptedModelDraw
  184. id="ModuleTag_Draw_Platform"
  185. OkToChangeModelColor="true">
  186. <ModelConditionState
  187. ParseCondStateType="PARSE_DEFAULT">
  188. <Model
  189. Name="ABBaseDefense_Platform" />
  190. </ModelConditionState>
  191. <ModelConditionState
  192. ParseCondStateType="PARSE_NORMAL"
  193. ConditionsYes="FROZEN">
  194. <Model
  195. Name="ABBaseDefense_Platform" />
  196. <Material
  197. ShaderName="ObjectsFrozen.fx"
  198. TechniqueName="Default">
  199. <Constants>
  200. <Texture Name="DiffuseTexture">
  201. <Value>ABPlatform</Value>
  202. </Texture>
  203. <Texture Name="NormalMap">
  204. <Value>ABPlatform_NRM</Value>
  205. </Texture>
  206. <Texture Name="SpecMap">
  207. <Value>ABPlatform_SPM</Value>
  208. </Texture>
  209. <Float Name="EnvMult">
  210. <Value>1.000000</Value>
  211. </Float>
  212. <Bool Name="AlphaTestEnable">
  213. <Value>false</Value>
  214. </Bool>
  215. </Constants>
  216. </Material>
  217. </ModelConditionState>
  218. <ModelConditionState
  219. ParseCondStateType="PARSE_NORMAL"
  220. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  221. <Model
  222. Name="ABBaseDefense_Platform" />
  223. </ModelConditionState>
  224. <ModelConditionState
  225. ParseCondStateType="PARSE_NORMAL"
  226. ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
  227. <Model
  228. Name="ABBaseDefense_Platform_BLD" />
  229. <ParticleSysBone
  230. BoneName="None"
  231. FXParticleSystemTemplate="ABPowerPlantWakeSplash"
  232. FollowBone="true" />
  233. </ModelConditionState>
  234. <ModelConditionState
  235. ParseCondStateType="PARSE_NORMAL"
  236. ConditionsYes="OVER_WATER SOLD">
  237. <Model
  238. Name="ABBaseDefense_Platform_BLD" />
  239. <ParticleSysBone
  240. BoneName="None"
  241. FXParticleSystemTemplate="ABPowerPlantWakeSplash"
  242. FollowBone="true" />
  243. </ModelConditionState>
  244. <AnimationState
  245. ParseCondStateType="PARSE_DEFAULT">
  246. <Script>
  247. CurDrawableShowSubObjectPermanently("Bib")
  248. CurDrawableHideSubObjectPermanently("Platform")
  249. CurDrawableHideSubObjectPermanently("Platform_FX")
  250. </Script>
  251. </AnimationState>
  252. <!-- BUILDUP ANIMATION -->
  253. <AnimationState
  254. ParseCondStateType="PARSE_NORMAL"
  255. ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
  256. <Animation
  257. AnimationName="ABBaseDefense_Platform_BLD"
  258. AnimationMode="ONCE" />
  259. <Script>
  260. CurDrawableHideSubObjectPermanently("Bib")
  261. CurDrawableShowSubObjectPermanently("Platform")
  262. CurDrawableShowSubObjectPermanently("Platform_FX")
  263. </Script>
  264. <ParticleSysBone
  265. BoneName="None"
  266. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  267. FollowBone="true" />
  268. <ParticleSysBone
  269. BoneName="None"
  270. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  271. FollowBone="true" />
  272. </AnimationState>
  273. <AnimationState
  274. ParseCondStateType="PARSE_NORMAL"
  275. ConditionsYes="SOLD OVER_WATER"
  276. Flags="START_FRAME_LAST">
  277. <Animation
  278. AnimationName="ABBaseDefense_Platform_BLD"
  279. AnimationMode="ONCE_BACKWARDS"
  280. AnimationAbsoluteTime="2s"/>
  281. <ParticleSysBone
  282. BoneName="None"
  283. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  284. FollowBone="true" />
  285. <ParticleSysBone
  286. BoneName="None"
  287. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  288. FollowBone="true" />
  289. </AnimationState>
  290. <AnimationState
  291. ParseCondStateType="PARSE_NORMAL"
  292. ConditionsYes="OVER_WATER">
  293. <Script>
  294. CurDrawableShowSubObjectPermanently("Platform")
  295. CurDrawableShowSubObjectPermanently("Platform_FX")
  296. CurDrawableHideSubObjectPermanently("Bib")
  297. </Script>
  298. </AnimationState>
  299. </ScriptedModelDraw>
  300. <LaserDraw
  301. id="ModuleTag_LaserDraw"
  302. Texture1_UTile="1"
  303. Texture1_VTile="1"
  304. Texture1_UScrollRate="0.2"
  305. Texture1_VScrollRate=".3"
  306. Texture1_NumFrames="1"
  307. Texture1_FrameRate="0"
  308. Texture2_UTile="1"
  309. Texture2_VTile="1"
  310. Texture2_UScrollRate="-.2"
  311. Texture2_VScrollRate="-.3"
  312. Texture2_NumFrames="1"
  313. Texture2_FrameRate="0"
  314. LaserWidth="25"
  315. WeaponSlotID="1"
  316. LaserStateID="1">
  317. <FXShader
  318. ShaderName="Laser.fx"
  319. TechniqueIndex="0">
  320. <Constants>
  321. <Texture
  322. Name="Texture1">
  323. <Value>FXAlliedPrismBeam</Value>
  324. </Texture>
  325. <Texture
  326. Name="Texture2">
  327. <Value>FXAlliedPrismBeam</Value>
  328. </Texture>
  329. <Float Name="ColorEmissive">
  330. <Value>4.000000</Value>
  331. <Value>4.000000</Value>
  332. <Value>4.000000</Value>
  333. </Float>
  334. </Constants>
  335. </FXShader>
  336. </LaserDraw>
  337. <LaserDraw
  338. id="ModuleTag_LaserLinkDraw"
  339. Texture1_UTile="1"
  340. Texture1_VTile="1"
  341. Texture1_UScrollRate="0.2"
  342. Texture1_VScrollRate=".3"
  343. Texture1_NumFrames="1"
  344. Texture1_FrameRate="0"
  345. Texture2_UTile="1"
  346. Texture2_VTile="1"
  347. Texture2_UScrollRate="-.2"
  348. Texture2_VScrollRate="-.3"
  349. Texture2_NumFrames="1"
  350. Texture2_FrameRate="0"
  351. LaserWidth="25"
  352. WeaponSlotID="1"
  353. LaserStateID="2">
  354. <FXShader
  355. ShaderName="Laser.fx"
  356. TechniqueIndex="0">
  357. <Constants>
  358. <Texture
  359. Name="Texture1">
  360. <Value>FXAlliedPrismBeam</Value>
  361. </Texture>
  362. <Texture
  363. Name="Texture2">
  364. <Value>FXAlliedPrismBeam</Value>
  365. </Texture>
  366. <Float Name="ColorEmissive">
  367. <Value>4.000000</Value>
  368. <Value>4.000000</Value>
  369. <Value>4.000000</Value>
  370. </Float>
  371. </Constants>
  372. </FXShader>
  373. </LaserDraw>
  374. </Draws>
  375. <Behaviors>
  376. <WeaponSetUpdate
  377. id="ModuleTag_WeaponSetUpdate">
  378. <WeaponSlotHardpoint
  379. ID="1">
  380. <Weapon
  381. Ordering="PRIMARY_WEAPON"
  382. Template="AlliedBaseDefenseAdvancedPrismCannon"
  383. />
  384. <Weapon
  385. Ordering="SECONDARY_WEAPON"
  386. Template="AlliedBaseDefenseAdvancedPrismLink"
  387. />
  388. </WeaponSlotHardpoint>
  389. </WeaponSetUpdate>
  390. <Physics
  391. id="ModuleTag_Physics"/>
  392. <BuildingDestructionBehavior
  393. id="ModuleTag_BuildingDestruction">
  394. <DieMuxData
  395. DeathTypes="ALL" />
  396. <Item
  397. BonePrefix="BONE_CONTACT_POINT_"
  398. FX="SovietRefineryHit"
  399. FlingVelocity="100.0"/>
  400. </BuildingDestructionBehavior>
  401. <FXListBehavior
  402. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
  403. <DieMuxData
  404. DeathTypes="ALL"
  405. DeathTypesForbidden="SUICIDED" />
  406. <Event
  407. Index="onDeath"
  408. FX="FX_LargeBuildingDieExplosionRumble" />
  409. </FXListBehavior>
  410. <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
  411. <DieMuxData
  412. DeathTypes="ALL"
  413. DeathTypesForbidden="SUICIDED" />
  414. <Event Index="onDeath" FX="FX_SmallBuildingDieExplosion" />
  415. </FXListBehavior>
  416. <CreateObjectDie
  417. id="ModuleTag_CreateObjectDie"
  418. CreationList="ABBaseDefenseAdvanced_Die_OCL">
  419. <DieMuxData
  420. DeathTypes="ALL"
  421. DeathTypesForbidden="SUICIDED" />
  422. </CreateObjectDie>
  423. <DestroyDie
  424. id="ModuleTag_Die">
  425. <DieMuxData
  426. DeathTypes="ALL"
  427. DeathTypesForbidden="SUICIDED" />
  428. </DestroyDie>
  429. <LaserState
  430. id="ModuleTag_LaserState"
  431. LaserId="1">
  432. <LaserEndParticleSystem>AlliedPrismHitLight</LaserEndParticleSystem>
  433. <LaserEndParticleSystem>AlliedPrismHitFlash</LaserEndParticleSystem>
  434. <LaserEndParticleSystem>AlliedPrismHitFire</LaserEndParticleSystem>
  435. </LaserState>
  436. <LaserState
  437. id="ModuleTag_LaserLinkState"
  438. LaserId="2">
  439. </LaserState>
  440. <StancesBehavior
  441. id="ModuleTag_Stance"
  442. StanceTemplate="OffensiveStructures" />
  443. <NotifyWhenAttackingBehavior
  444. id="ModuleTag_NotifyFriends"
  445. NotifyRadius="=$SPECTRUM_TOWER_LINK_RANGE"
  446. SleepTime="0.10s"
  447. MaxFriendsToNotify="2"
  448. AssistResponseModuleId="ModuleTag_AttackAssistResponse">
  449. <AcceptableFriends
  450. Rule="NONE"
  451. Relationship="ALLIES">
  452. <IncludeThing>AlliedBaseDefenseAdvanced</IncludeThing>
  453. </AcceptableFriends>
  454. </NotifyWhenAttackingBehavior>
  455. <AttackAssistResponseBehavior
  456. id="ModuleTag_AttackAssistResponse"
  457. WeaponSlotID="1"
  458. WeaponSlotType="SECONDARY_WEAPON"/>
  459. <StructureUnpackUpdate
  460. id="StructureUnpackUpdate"
  461. UnpackTime="1.5s" />
  462. <!--This is temporary and should be replaced by an inherited object-->
  463. <xi:include
  464. href="DATA:Includes/GenericBuildingRepair.xml" />
  465. <xi:include
  466. href="DATA:Includes/GenericAlliedBuildingSuicideNoSpawn.xml" />
  467. <xi:include
  468. href="DATA:Includes/RepairAlliesEngineerContain.xml" />
  469. </Behaviors>
  470. <AI>
  471. <AIUpdate
  472. id="ModuleTag_AIUpdate"
  473. AutoAcquireEnemiesWhenIdle="YES"
  474. StateMachine="OffensiveStructureAIStateMachine">
  475. <UnitAITargetChooserData/>
  476. </AIUpdate>
  477. </AI>
  478. <Body>
  479. <ActiveBody
  480. id="ModuleTag_ActiveBody"
  481. MaxHealth="1500.0" />
  482. </Body>
  483. <ClientBehaviors>
  484. <ModelConditionAudioLoopClientBehavior id="ModuleTag_ALL_SpectrumTower_Charge">
  485. <ModelConditionSound Sound="ALL_SpectrumTower_Charge" RequiredFlags="PREATTACK_A" ExcludedFlags="DYING" />
  486. </ModelConditionAudioLoopClientBehavior>
  487. </ClientBehaviors>
  488. <Geometry
  489. IsSmall="false">
  490. <Shape
  491. Type= "BOX"
  492. MajorRadius = "7.5"
  493. MinorRadius = "7.5"
  494. Height = "51.0"
  495. ContactPointGeneration = "STRUCTURE" >
  496. <Offset
  497. x = "0.0"
  498. y = "0.0"
  499. z = "0.0" />
  500. </Shape>
  501. <Shape
  502. Type= "BOX"
  503. MajorRadius = "15.0"
  504. MinorRadius = "15.0"
  505. Height = "5.0" >
  506. <Offset
  507. x = "0.0"
  508. y = "0.0"
  509. z = "0.0" />
  510. </Shape>
  511. </Geometry>
  512. <AudioArrayVoice>
  513. <AudioEntry
  514. Sound="ALL_SpectrumTower_Select"
  515. AudioType="voiceSelect" />
  516. </AudioArrayVoice>
  517. <AudioArraySound>
  518. <!--
  519. <AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" />
  520. <AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
  521. -->
  522. </AudioArraySound>
  523. <VisionInfo
  524. VisionRange="360"
  525. ShroudClearingRange="500" />
  526. </GameObject>
  527. </AssetDeclaration>