BaseCivilianStructureNoGarrison.xml 2.3 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="BaseStructure.xml" />
  11. </Includes>
  12. <GameObject
  13. id="BaseCivilianStructureNoGarrison"
  14. inheritFrom="BaseStructure"
  15. SelectPortrait="Portrait_NeutralGenericStructure"
  16. ButtonImage="Button_NeutralGenericStructure"
  17. Side="Civilian"
  18. EditorSorting="STRUCTURE"
  19. CommandSet="EmptyCommandSet"
  20. CampnessValue="=$CAMPNESS_TECH_BUILDING"
  21. KindOf="UNATTACKABLE STRUCTURE PRELOAD IMMOBILE CAN_CAST_REFLECTIONS AUTO_RALLYPOINT COVER KEEP_CLASSIFIED_WHEN_DEAD COVER CIVILIAN_BUILDING RESIST_EMP"
  22. RadarPriority="STRUCTURE"
  23. TypeDescription="TYPE:NonGarrisonableStructure"
  24. Description="DESC:NonGarrisonableStructure">
  25. <DisplayName>NAME:NonGarrisonableStructure</DisplayName>
  26. <Behaviors>
  27. <AttributeModifierPoolUpdate
  28. id="DefaultAttributeModifierPoolUpdate"/>
  29. <FXListBehavior
  30. id="ModuleTag_FXList">
  31. <DieMuxData
  32. DeathTypes="ALL" />
  33. <Event
  34. Index="onTransitionToDamaged"
  35. FX="FX_BuildDamaged_Large" />
  36. <Event
  37. Index="onTransitionToReallyDamaged"
  38. FX="FX_BuildDamaged_Large" />
  39. <Event
  40. Index="onTransitionToRubble"
  41. FX="FX_BuildRubble_Large" />
  42. <Event
  43. Index="onDeath"
  44. ForceUseDoFXObj="true"
  45. FX="FX_None" />
  46. </FXListBehavior>
  47. </Behaviors>
  48. <Body>
  49. <ActiveBody
  50. id="DefaultBody" />
  51. </Body>
  52. <AudioArrayVoice>
  53. <AudioEntry EvaEvent="BuildingStolen" AudioType="voiceDefectingAway" />
  54. <AudioEntry EvaEvent="EnemyBuildingCaptured" AudioType="voiceDefectingTowards" />
  55. </AudioArrayVoice>
  56. <AudioArraySound>
  57. <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
  58. <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
  59. </AudioArraySound>
  60. <EvaEventArray>
  61. <EvaEntry EvaEvent="StructureUnderAttack" EvaType="damagedOwner" />
  62. <EvaEntry EvaEvent="StructureRepairing" EvaType="repairingOwner" />
  63. </EvaEventArray>
  64. <VisionInfo
  65. VisionRange="600"
  66. ShroudClearingRange="600" />
  67. </GameObject>
  68. </AssetDeclaration>