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- <Tags></Tags>
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- <Include type="all" source="ART:ABTechStructure_SKN.w3x" />
- <Include type="all" source="ART:ABTechStructure_IDLA.w3x" />
- <Include type="all" source="ART:ABTechStructure_FX.w3x" />
- <Include type="all" source="ART:ABSuperWeapon_Platform.w3x" />
- <Include type="all" source="ART:ABSuperWeapon_Platform_BLD.w3x" />
- <Include type="all" source="ART:ABTechStructure_BLD_BLD.w3x" />
- <Include type="all" source="ART:ABTechStructure_BLD_SKN.w3x" />
- <!-- Base Object -->
- <Include type="instance" source="DATA:BaseObjects/BaseStructure.xml" />
- </Includes>
- <GameObject
- id="AlliedTechStructure"
- inheritFrom="BaseStructure"
- SelectPortrait="Portrait_AlliedTechStructure"
- ButtonImage="Button_AlliedTechStructure_on"
- Side="Allies"
- EditorSorting="STRUCTURE"
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- CommandSet="AlliedTechStructureCommandSet"
- KindOf="+FS_TECHNOLOGY"
- RadarPriority="STRUCTURE"
- PlacementViewAngle="315d"
- EnergyProduction="-75"
- ProductionQueueType="MAIN_STRUCTURE"
- BuildPlacementTypeFlag="MAIN_STRUCTURE"
- IsTrainable="false"
- EditorName="AlliedTechStructure"
- Description="Desc:AlliedTechStructure"
- TypeDescription="Type:AlliedTechStructure">
- <DisplayName
- xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:AlliedTechStructure</DisplayName>
- <GameDependency>
- <RequiredObject>AlliedAirfield</RequiredObject>
- <RequiredObject>AlliedRefinery</RequiredObject>
- </GameDependency>
- <ObjectResourceInfo>
- <BuildCost Account="=$ACCOUNT_ORE" Amount="2000"/>
- </ObjectResourceInfo>
- <ArmorSet
- Armor="BaseFactionStructureArmor"
- DamageFX="FactionStructureDamageFX" />
- <SkirmishAIInformation
- BaseBuildingLocation="BACK">
- <ConstructionBaseSelectionCriteria
- ExcludedBaseTypes="NO_BUILD_RADIUS CAPTURED"
- PreferredBaseTypes="MAIN_BASE"
- SortOrder="PREFER_OLDEST" />
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- OkToChangeModelColor="true"
- ExtraPublicBone="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 BONE_CONTACT_POINT_ABTechLab_A1 BONE_CONTACT_POINT_ABTechLab_A2 BONE_CONTACT_POINT_ABTechLab_A3">
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- ConditionsYes="BUILD_PLACEMENT_CURSOR">
- <Model
- Name="ABTechStructure_SKN" />
- </ModelConditionState>
- <!-- BUILD UP -->
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Model
- Name="ABTechStructure_BLD_SKN" />
- </ModelConditionState>
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- ConditionsYes="SOLD">
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- Name="ABTechStructure_BLD_SKN" />
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- <Animation
- AnimationName="ABTechStructure_IDLA"
- AnimationMode="LOOP" />
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- ConditionsYes="STRUCTURE_UNPACKING">
- <Animation
- AnimationName="ABTechStructure_BLD_BLD"
- AnimationMode="ONCE" />
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- ConditionsYes="SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="ABTechStructure_BLD_BLD"
- AnimationMode="ONCE_BACKWARDS"
- AnimationAbsoluteTime="2s"/>
- </AnimationState>
- </ScriptedModelDraw>
- <!-- DRAW PLATFORM -->
-
- <ScriptedModelDraw
- id="ModuleTag_Draw_Platform"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
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- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
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- ShaderName="ObjectsFrozen.fx"
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- <Texture Name="SpecMap">
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- </Texture>
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- </Float>
- <Bool Name="AlphaTestEnable">
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- </Bool>
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- </ModelConditionState>
- <ModelConditionState
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- ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
- <Model
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- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="ABPowerPlantWakeSplash"
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- <ModelConditionState
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- ConditionsYes="OVER_WATER SOLD">
- <Model
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- <ParticleSysBone
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- ConditionsYes="STRUCTURE_UNPACKING">
- <Model
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- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD">
- <Model
- Name="ABSuperWeapon_Platform_BLD" />
- </ModelConditionState>
-
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- <Script>
- CurDrawableShowSubObjectPermanently("Bib")
- CurDrawableHideSubObjectPermanently("Platform")
- CurDrawableHideSubObjectPermanently("Platform_FX")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER STRUCTURE_UNPACKING ">
- <Animation
- AnimationName="ABSuperWeapon_Platform_BLD"
- AnimationMode="ONCE"
- AnimationBlendTime="0" />
- <Script>
- CurDrawableHideSubObjectPermanently("Bib")
- CurDrawableShowSubObjectPermanently("Platform")
- CurDrawableShowSubObjectPermanently("Platform_FX")
- </Script>
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantBuildupFlashes"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantBuildupSparksSeed"
- FollowBone="true" />
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- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Animation
- AnimationName="ABSuperWeapon_Platform_BLD"
- AnimationMode="ONCE"
- AnimationBlendTime="0" />
- <Script>
- CurDrawableShowSubObjectPermanently("Bib")
- CurDrawableHideSubObjectPermanently("Platform")
- CurDrawableHideSubObjectPermanently("Platform_FX")
- </Script>
- <ParticleSysBone
- BoneName="None"
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- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantBuildupSparksSeed"
- FollowBone="true" />
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="ABSuperWeapon_Platform_BLD"
- AnimationMode="ONCE_BACKWARDS"
- AnimationAbsoluteTime="2s"/>
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
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- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
- FollowBone="true" />
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="ABSuperWeapon_Platform_BLD"
- AnimationMode="ONCE_BACKWARDS"
- AnimationAbsoluteTime="2s"/>
- </AnimationState>
-
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER">
- <Script>
- CurDrawableHideSubObjectPermanently("Bib")
- CurDrawableShowSubObjectPermanently("Platform")
- CurDrawableShowSubObjectPermanently("Platform_FX")
- </Script>
- </AnimationState>
- </ScriptedModelDraw>
-
- <!-- DRAW PARTICLES -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_FX"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="ABTechStructure_FX" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="DAMAGED">
- <Model
- Name="ABTechStructure_FX" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageFire"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageFire02"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageSmoke"
- FollowBone="true"/>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="REALLYDAMAGED">
- <Model
- Name="ABTechStructure_FX" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageFire"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageFire02"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageSmoke"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="BuildingDamageFire"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="BuildingDamageFire02"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="BuildingDamageSmoke"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="BuildingDamageFire"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="BuildingDamageFire02"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="BuildingDamageSmoke"
- FollowBone="true"/>
- </ModelConditionState>
- </ScriptedModelDraw>
-
- </Draws>
- <Behaviors>
- <Physics
- id="ModuleTag_Physics"/>
- <BuildingDestructionBehavior
- id="ModuleTag_BuildingDestruction"
- FillerMesh="NEWSKIN_FILL">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED"/>
- <Item
- BonePrefix="BONE_CONTACT_POINT_"
- FX="SovietRefineryHit"
- CreationObject="AlliedBarracks_Debris"
- FlingVelocity="100.0"/>
- </BuildingDestructionBehavior>
- <FXListBehavior
- xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED"/>
- <Event
- Index="onDeath"
- FX="FX_YU_Hotel02_Explode" />
- <Event
- Index="onDeath"
- FX="FX_LargeBuildingDieExplosionRumble" />
- </FXListBehavior>
- <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED" />
- <Event Index="onDeath" FX="FX_LargeBuildingDieExplosion" />
- </FXListBehavior>
- <CreateObjectDie
- id="ModuleTag_CreateObjectDie"
- CreationList="ABTechStructure_Die_OCL">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED"
- ExemptStatus="OVER_WATER" />
- </CreateObjectDie>
- <CreateObjectDie
- id="ModuleTag_Platform_CreateObjectDie"
- CreationList="ABTechStructure_Platform_Die_OCL">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED"
- RequiredStatus="OVER_WATER" />
- </CreateObjectDie>
- <DestroyDie
- id="ModuleTag_Die">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED"/>
- </DestroyDie>
-
- <StructureUnpackUpdate
- id="ModuleTag_StructureUnpackUpdate"
- UnpackTime="1.5s" />
- <xi:include
- href="../../Includes/GenericBuildingRepair.xml" />
- <xi:include
- href="../../Includes/GenericEngineerContain.xml" />
- <xi:include
- href="../../Includes/GenericAlliedBuildingDestruction.xml" />
- <xi:include
- href="../../Includes/GenericAlliedBuildingSuicide.xml" />
- <xi:include
- href="DATA:Includes/InfiltratorContainParalyze.xml" />
- <LUAEventList
- id="ModuleTag_LUAEventList"
- EventListName="BuildingPowerFunctions"
- />
- </Behaviors>
- <AI>
- <AIUpdate
- id="ModuleTag_AIUpdate"
- AutoAcquireEnemiesWhenIdle="NO"
- StateMachine="StructureAIStateMachine">
- </AIUpdate>
- </AI>
- <Body>
- <ActiveBody
- id="ModuleTag_Body"
- MaxHealth="2000.0" />
- </Body>
- <Geometry
- IsSmall="false">
- <Shape
- Type= "BOX"
- MajorRadius = "50.386"
- MinorRadius = "13.1753"
- Height = "29.2436"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "1.12383"
- y = "0.0"
- z = "0.0" />
- </Shape>
- <Shape
- Type= "BOX"
- MajorRadius = "11.1883"
- MinorRadius = "40.9129"
- Height = "140.537"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "-14.5254"
- y = "0.0"
- z = "0.0" />
- </Shape>
- <Shape
- Type= "BOX"
- MajorRadius = "12.0717"
- MinorRadius = "9.93734"
- Height = "93.3486"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "48.5804"
- y = "0.0"
- z = "0.0" />
- </Shape>
- <Shape
- Type= "BOX"
- MajorRadius = "50.386"
- MinorRadius = "13.1753"
- Height = "40.8533"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "1.12383"
- y = "0.0"
- z = "0.0" />
- </Shape>
- <Shape
- Type= "BOX"
- MajorRadius = "60.0"
- MinorRadius = "45.0"
- Height = "5.0" >
- <Offset
- x = "0.0"
- y = "0.0"
- z = "0.0" />
- </Shape>
- <Shape
- Type= "BOX"
- MajorRadius = "60.0"
- MinorRadius = "28.8"
- Height = "23.0"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "0.0"
- y = "0.0"
- z = "5.07195" />
- </Shape>
- </Geometry>
- <AudioArrayVoice>
- <AudioEntry
- Sound="AudioEvent:ALL_TechCenter_Select"
- AudioType="voiceSelect" />
- </AudioArrayVoice>
- <AudioArraySound>
- <!--
- <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
- <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
- -->
- </AudioArraySound>
- <VisionInfo
- VisionRange="150"
- ShroudClearingRange="500" />
- </GameObject>
- </AssetDeclaration>
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