BaseInfantry.xml 8.6 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 type="all" source="DATA:GlobalData/GlobalDefines.xml" />
  6. <Include type="instance" source="ART:ShadowI.xml" />
  7. <Include type="instance" source="BaseObject.xml" />
  8. <Include type="all" source="ART:NPParachute_SKN.w3x" />
  9. <Include type="all" source="ART:NPParachuteAllied_SKN.w3x" />
  10. <Include type="all" source="ART:NPParachuteSoviet_SKN.w3x" />
  11. <Include type="all" source="ART:NPParachuteJapan_SKN.w3x" />
  12. <Include type="all" source="ART:NPParachute_FALL.w3x" />
  13. <Include type="all" source="ART:NPParachute_LAND.w3x" />
  14. <Include type="all" source="ART:NPParachute_OPEN.w3x" />
  15. </Includes>
  16. <GameObject
  17. id="BaseInfantry"
  18. inheritFrom="BaseObject"
  19. RadarPriority="UNIT"
  20. TransportSlotCount="1"
  21. ProductionQueueType="INFANTRY"
  22. HealthBoxHeightOffset="20"
  23. UnitCategory="INFANTRY"
  24. CommandPoints="1"
  25. EvaEventSecondDamageFarFromFirstScanRange="600"
  26. VoiceSelectUnderFireTimeout="10s"
  27. VoiceSelectUnderFireDamageTime="3s"
  28. >
  29. <ArmorSet
  30. Armor="CryoBeamFrozenArmor"
  31. DamageFX="VehicleDamageFX"
  32. Conditions="SECONDARY_DAMAGE"
  33. />
  34. <ArmorSet
  35. Armor="ShrinkRayEffectArmor"
  36. DamageFX="VehicleDamageFX"
  37. Conditions="SHRINK_EFFECT"
  38. />
  39. <Behaviors>
  40. <AttributeModifierPoolUpdate
  41. id="DefaultAttributeModifierPoolUpdate"/>
  42. <SquishCollide
  43. id ="DefaultSquishCollide"/>
  44. <CrushDie
  45. id="ModuleTAg_CrushDie">
  46. <DieMuxData
  47. DeathTypes="CRUSHED" />
  48. </CrushDie>
  49. <StancesBehavior
  50. id="ModuleTag_Stance"
  51. StanceTemplate="Generic" />
  52. <!-- Frozen Deaths -->
  53. <DestroyDie
  54. id="ModuleTag_FrozenDie">
  55. <DieMuxData
  56. DeathTypes="ALL"
  57. RequiredStatus="UNDER_FROZEN"/>
  58. </DestroyDie>
  59. <CreateObjectDie
  60. id="ModuleTag_CreateFrozenObjectDie"
  61. CreationList="InfantryShatter_OCL">
  62. <DieMuxData
  63. DeathTypes="ALL"
  64. RequiredStatus="UNDER_FROZEN"/>
  65. </CreateObjectDie>
  66. <!-- Explosion of Blood -->
  67. <DestroyDie
  68. id="ModuleTag_PsycicDie">
  69. <DieMuxData
  70. DeathTypes="SLAUGHTERED" />
  71. </DestroyDie>
  72. <FXListBehavior
  73. id="ModuleTag_FXPsycicDeath">
  74. <DieMuxData
  75. DeathTypes="SLAUGHTERED"
  76. RequiredStatus="LIFTED_INTO_AIR"/>
  77. <Event
  78. Index="onDeath"
  79. FX="FX_JapanInfantryPsyonicDeath" />
  80. </FXListBehavior>
  81. <FXListBehavior
  82. id="ModuleTag_FXPsycicBlastDeath">
  83. <DieMuxData
  84. DeathTypes="SLAUGHTERED"
  85. ExemptStatus="LIFTED_INTO_AIR"/>
  86. <Event
  87. Index="onDeath"
  88. FX="FX_JapanInfantryPsyonicBlastDeath" />
  89. </FXListBehavior>
  90. <!-- Crushed Death -->
  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. Options="CRASH_IF_AIRBORNE"
  146. />
  147. </SecondaryDamageTracker>
  148. <RunOffMapBehavior
  149. id="ModuleTag_RunOffMapBehavior"
  150. RequiresSpecificTrigger="true"
  151. RunOffMapWaypointName="RunOffMap"
  152. />
  153. <LevelUpUpgrade
  154. id="ModuleTag_LevelUpUpgrade_Veteran"
  155. LevelCap="4"
  156. LevelsToGain="1">
  157. <TriggeredBy>Upgrade_CreationVeterancy_VETERAN</TriggeredBy>
  158. </LevelUpUpgrade>
  159. <LevelUpUpgrade
  160. id="ModuleTag_LevelUpUpgrade_Elite"
  161. LevelCap="4"
  162. LevelsToGain="1">
  163. <TriggeredBy>Upgrade_CreationVeterancy_ELITE</TriggeredBy>
  164. </LevelUpUpgrade>
  165. <LevelUpUpgrade
  166. id="ModuleTag_LevelUpUpgrade_Heroic"
  167. LevelCap="4"
  168. LevelsToGain="1">
  169. <TriggeredBy>Upgrade_CreationVeterancy_HEROIC</TriggeredBy>
  170. </LevelUpUpgrade>
  171. <SuppressionUpdate
  172. id="ModuleTag_SuppressionUpdate"
  173. UpdateDelay="1s"
  174. Suppressability="50"
  175. SuppressionDuration="5s"
  176. AttributeModifierSuppressed="Modifier_Test_Suppression"
  177. AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
  178. <!-- for use on objects that don't have Dynamics
  179. but that still may fall out of the sky on death
  180. Positive initial velocity means infantry will jump a little before falling -->
  181. <FreefallUpdate
  182. id="ModuleTag_FreefallUpdate"
  183. ModelConditionsToSet="STUNNED_FLAILING"
  184. InitialVelocity="5"
  185. Acceleration="1"
  186. TerminalVelocity="15"/>
  187. </Behaviors>
  188. <Body>
  189. <ActiveBody
  190. id="DefaultBody"/>
  191. </Body>
  192. <ClientBehaviors>
  193. <ModelConditionAudioLoopClientBehavior id="ModuleTag_ShockDeathOverLand">
  194. <ModelConditionSound Sound="Electro_BoneRattle_Death" RequiredFlags="DYING DEATH_1" ExcludedFlags="OVER_WATER" />
  195. </ModelConditionAudioLoopClientBehavior>
  196. <ModelConditionSoundSelectorClientBehavior id="Frozen">
  197. <Override RequiredFlags="FROZEN">
  198. <AudioArrayVoice>
  199. <AudioEntry Sound="" AudioType="voiceAttack" />
  200. <AudioEntry Sound="" AudioType="voiceAttackAir" />
  201. <AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
  202. <AudioEntry Sound="" AudioType="voiceAttackGarrisonedStructure" />
  203. <AudioEntry Sound="" AudioType="voiceAttackStructure" />
  204. <AudioEntry Sound="" AudioType="voiceCreated" />
  205. <AudioEntry Sound="" AudioType="voiceDock" />
  206. <AudioEntry Sound="" AudioType="voiceFear" />
  207. <AudioEntry Sound="" AudioType="voiceGarrison" />
  208. <AudioEntry Sound="" AudioType="voiceMove" />
  209. <AudioEntry Sound="" AudioType="voiceAttackAfterMoving" />
  210. <AudioEntry Sound="" AudioType="voiceMoveWaterToLand" />
  211. <AudioEntry Sound="" AudioType="voiceMoveLandToWater" />
  212. <AudioEntry Sound="" AudioType="voiceRepair" />
  213. <AudioEntry Sound="" AudioType="voiceRetreatToCastle" />
  214. <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelect" />
  215. <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectBattle" />
  216. <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSelectUnderFire" />
  217. <AudioEntry Sound="UnitSelectFrozen" AudioType="voiceSupply" />
  218. </AudioArrayVoice>
  219. </Override>
  220. </ModelConditionSoundSelectorClientBehavior>
  221. </ClientBehaviors>
  222. <!--
  223. <ClientBehaviors>
  224. <ModelConditionAudioLoopClientBehavior id="ModuleTag_TurnIntoIceSound">
  225. <ModelConditionSound Sound="UnitFreeze" RequiredFlags="PARALYZED" />
  226. </ModelConditionAudioLoopClientBehavior>
  227. </ClientBehaviors>
  228. -->
  229. <EvaEventArray>
  230. <EvaEntry EvaEvent="UnitLost" EvaType="dieOwner" />
  231. <EvaEntry EvaEvent="UnitConstructionStarted" EvaType="productionStarted" />
  232. <EvaEntry EvaEvent="UnitUnderAttack" EvaType="damagedOwner" />
  233. <EvaEntry EvaEvent="UnitUnderAttackFromShroudedUnit" EvaType="damagedFromShroudedSourceOwner" />
  234. <EvaEntry EvaEvent="GenericUnitBeingBurned" EvaType="damagedByFireOwner" />
  235. <EvaEntry EvaEvent="AllyUnitUnderAttack" EvaType="damagedAlly" />
  236. <EvaEntry EvaEvent="UnitAmbushed" EvaType="ambushed" />
  237. <EvaEntry EvaEvent="GenericEnemyUnitSighted" EvaType="enemyObjectSighted" />
  238. <EvaEntry EvaEvent="EnemyStealthUnitDiscovered" EvaType="detectedEnemy" />
  239. <EvaEntry EvaEvent="NewConstructionOptions" EvaType="availableForProduction" />
  240. <EvaEntry EvaEvent="BuildOnHold" EvaType="buildOnHold" />
  241. <EvaEntry EvaEvent="BuildCancelled" EvaType="buildCancelled" />
  242. <EvaEntry EvaEvent="UnitPromoted" EvaType="promotedOwner" />
  243. </EvaEventArray>
  244. <CrusherInfo
  245. id="id_CrusherInfo"
  246. CrushableLevel="10" />
  247. </GameObject>
  248. </AssetDeclaration>