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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:xi="http://www.w3.org/2001/XInclude" xmlns:xai="uri:ea.com:eala:asset:instance">
- <Tags></Tags>
- <Includes>
- <Include
- type="all"
- source="DATA:GlobalData/GlobalDefines.xml" />
- <Include
- type="all"
- source="ART:JBBaseDefense_SKN.w3x" />
- <Include
- type="all"
- source="ART:JBBaseDefense_TRANS.w3x" />
- <Include
- type="all"
- source="ART:JBBaseDefense_ATKA.w3x" />
- <Include
- type="all"
- source="ART:JBBaseDefense_BLD.w3x" />
- <Include
- type="all"
- source="ART:JBBaseDefense_BLD2.w3x" />
-
- <Include
- type="all"
- source="ART:FXJapanTracer.xml" />
- <Include
- type="all"
- source="ART:JUEgg_Unpack.w3x" />
- <Include
- type="all"
- source="ART:JBBaseDefense_Platform_SKN.w3x" />
- <Include
- type="all"
- source="ART:JBBaseDefense_Platform_BLD.w3x" />
- <Include
- type="all"
- source="ART:JBBaseDefense_FX.w3x" />
- <!-- Base Object -->
- <Include
- type="instance"
- source="DATA:BaseObjects/BaseStructure.xml" />
- </Includes>
- <GameObject
- id="JapanBaseDefense"
- inheritFrom="BaseStructure"
- SelectPortrait="Portrait_JapanBaseDefense"
- ButtonImage="Button_JapanBaseDefense"
- Side="Japan"
- EditorSorting="STRUCTURE"
- BuildTime="20"
- EnergyProduction="-25"
- CommandSet="JapanBaseDefenseCommandSet"
- KindOf="-NOT_AUTOACQUIRABLE +CAN_ATTACK +FS_BASE_DEFENSE +POWERED +ACTIVATE_AFTER_UNPACK"
- RadarPriority="STRUCTURE"
- PlacementViewAngle="225d"
- CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE"
- ProductionQueueType="OTHER_STRUCTURE"
- BuildPlacementTypeFlag="OTHER_STRUCTURE"
- EditorName="JapanBaseDefense"
- WeaponCategory="GUN"
- TypeDescription="Type:JapanBaseDefense"
- Description="Desc:JapanBaseDefense">
- <DisplayName
- xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanBaseDefense</DisplayName>
- <GameDependency>
- <RequiredObject>JapanBarracks</RequiredObject>
- </GameDependency>
- <ObjectResourceInfo>
- <BuildCost Account="=$ACCOUNT_ORE" Amount="800"/>
- </ObjectResourceInfo>
- <ArmorSet
- Armor="JapanBaseDefenseArmor"
- DamageFX="FactionStructureDamageFX" />
- <SkirmishAIInformation
- BaseBuildingLocation="DEFENSE" >
- <ConstructionBaseSelectionCriteria
- ExcludedBaseTypes="NO_BUILD_RADIUS"
- PreferredBaseTypes="ENEMIES_IN_BASE UNDER_ATTACK"
- SortOrder="PREFER_MOST_RECENTLY_ATTACKED" />
- </SkirmishAIInformation>
- <Draws>
- <ScriptedModelDraw
- id="ModuleTag_Draw"
- OkToChangeModelColor="true"
- InitialRecoilSpeed="0.5"
- MaxRecoilDistance="3"
- RecoilDamping="4.0"
- RecoilSettleSpeed="4.0"
- ExtraPublicBone="FX_WeaponAir_01 FX_WeaponAir_02 FX_Weapon_01 FX_Weapon_02 FX_Weapon_B BONE_CONTACT_POINT_01 BONE_CONTACT_POINT_02 BONE_CONTACT_POINT_03 BONE_CONTACT_POINT_04">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="JBBaseDefense_SKN" />
- <WeaponFireFXBone
- WeaponSlotID="1"
- WeaponSlotType="PRIMARY_WEAPON"
- BoneName="FX_Weapon_" />
- <WeaponRecoilBone
- WeaponSlotID="1"
- WeaponSlotType="PRIMARY_WEAPON"
- BoneName="Bone_Gun_" />
- <WeaponLaunchBone
- WeaponSlotID="1"
- WeaponSlotType="PRIMARY_WEAPON"
- BoneName="FX_Weapon_" />
- <Turret
- TurretNameKey="Turret"
- TurretPitch="Turret_Pitch"
- TurretID="1" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="BUILD_PLACEMENT_CURSOR">
- <Model
- Name="JBBaseDefense_SKN" />
- <Material ShaderName="ObjectsGeneric.fx" TechniqueName="Default">
- <Constants>
- <Texture Name="DiffuseTexture">
- <Value>JBBaseDefense</Value>
- </Texture>
- <Texture Name="NormalMap">
- <Value>JBBaseDefense_NRM</Value>
- </Texture>
- <Texture Name="SpecMap">
- <Value>JBBaseDefense_SPM</Value>
- </Texture>
- <Float Name="BumpScale">
- <Value>1.000000</Value>
- </Float>
- <Float Name="AmbientColor">
- <Value>0.400000</Value>
- <Value>0.400000</Value>
- <Value>0.400000</Value>
- </Float>
- <Float Name="DiffuseColor">
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- </Float>
- <Float Name="SpecularColor">
- <Value>0.800000</Value>
- <Value>0.800000</Value>
- <Value>0.800000</Value>
- </Float>
- <Float Name="SpecularExponent">
- <Value>50.000000</Value>
- </Float>
- <Float Name="EnvMult">
- <Value>1.000000</Value>
- </Float>
- <Bool Name="AlphaTestEnable">
- <Value>false</Value>
- </Bool>
- </Constants>
- </Material>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Model
- Name="JBBaseDefense_SKN" />
- <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
- <Constants>
- <Float Name="ColorAmbient">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorDiffuse">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorSpecular">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="Shininess">
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorEmissive">
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- </Float>
- <Texture Name="Texture_0">
- <Value>FXJapanBuildMask</Value>
- </Texture>
- <Bool Name="DepthWriteEnable">
- <Value>false</Value>
- </Bool>
- <Bool Name="AlphaTestEnable">
- <Value>false</Value>
- </Bool>
- <Bool Name="CullingEnable">
- <Value>true</Value>
- </Bool>
- <Int Name="BlendMode">
- <Value>1</Value>
- </Int>
- </Constants>
- </Material>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD">
- <Model
- Name="JBBaseDefense_SKN" />
- <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
- <Constants>
- <Float Name="ColorAmbient">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorDiffuse">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorSpecular">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="Shininess">
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorEmissive">
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- </Float>
- <Texture Name="Texture_0">
- <Value>FXJapanBuildMask</Value>
- </Texture>
- <Bool Name="DepthWriteEnable">
- <Value>false</Value>
- </Bool>
- <Bool Name="AlphaTestEnable">
- <Value>false</Value>
- </Bool>
- <Bool Name="CullingEnable">
- <Value>true</Value>
- </Bool>
- <Int Name="BlendMode">
- <Value>1</Value>
- </Int>
- </Constants>
- </Material>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="WEAPONSET_TOGGLE_1">
- <Model
- Name="JBBaseDefense_SKN" />
- <WeaponFireFXBone
- WeaponSlotID="1"
- WeaponSlotType="PRIMARY_WEAPON"
- BoneName="FX_WeaponAir_" />
- <WeaponLaunchBone
- WeaponSlotID="1"
- WeaponSlotType="PRIMARY_WEAPON"
- BoneName="FX_WeaponAir_" />
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT"
- StateName="STATE_Guns"
- Flags="START_FRAME_FIRST">
- <Animation
- AnimationName="JBBaseDefense_TRANS"
- AnimationMode="ONCE_BACKWARDS"/>
- <Script>
- Prev = CurDrawablePrevAnimationState();
- if Prev == "STATE_Missles" then
- CurDrawableSetTransitionAnimState("TRANS_to_Guns")
- end
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Animation
- AnimationName="JBBaseDefense_BLD2"
- AnimationMode="MATCH_UNPACKING"
- AnimationBlendTime="0" />
- <Script>
- CurDrawableHideSubObjectPermanently("NewSkin_Fill")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="JBBaseDefense_BLD2"
- AnimationMode="ONCE_BACKWARDS"
- AnimationAbsoluteTime="2s"/>
- <Script>
- CurDrawableHideSubObjectPermanently("NewSkin_Fill")
- </Script>
- </AnimationState>
-
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="WEAPONSET_TOGGLE_1"
- StateName="STATE_Missles"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="JBBaseDefense_TRANS"
- AnimationMode="ONCE"/>
- <Script>
- Prev = CurDrawablePrevAnimationState();
- if Prev == "STATE_Guns" then
- CurDrawableSetTransitionAnimState("TRANS_to_Missles")
- end
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_TRANSITION"
- StateName="TRANS_to_Guns"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="JBBaseDefense_TRANS"
- AnimationMode="ONCE_BACKWARDS"
- AnimationBlendTime="0" />
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_TRANSITION"
- StateName="TRANS_to_Missles"
- Flags="START_FRAME_FIRST">
- <Animation
- AnimationName="JBBaseDefense_TRANS"
- AnimationMode="ONCE"
- AnimationBlendTime="0" />
- </AnimationState>
- </ScriptedModelDraw>
-
- <!-- DRAW BUILD UP -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_Buildup"
- ExtraPublicBone="BONE_CONTACT_POINT_01 BONE_CONTACT_POINT_02 BONE_CONTACT_POINT_03 BONE_CONTACT_POINT_04"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Model
- Name="JBBaseDefense_SKN" />
- <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
- <Constants>
- <Texture Name="DiffuseTexture">
- <Value>JBBaseDefense</Value>
- </Texture>
- <Texture Name="NormalMap">
- <Value>JBBaseDefense_NRM</Value>
- </Texture>
- <Texture Name="SpecMap">
- <Value>JBBaseDefense_SPM</Value>
- </Texture>
- <Float Name="EnvMult">
- <Value>1.000000</Value>
- </Float>
- <Bool Name="AlphaTestEnable">
- <Value>true</Value>
- </Bool>
- </Constants>
- </Material>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD">
- <Model
- Name="JBBaseDefense_SKN" />
- <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
- <Constants>
- <Texture Name="DiffuseTexture">
- <Value>JBBaseDefense</Value>
- </Texture>
- <Texture Name="NormalMap">
- <Value>JBBaseDefense_NRM</Value>
- </Texture>
- <Texture Name="SpecMap">
- <Value>JBBaseDefense_SPM</Value>
- </Texture>
- <Float Name="EnvMult">
- <Value>1.000000</Value>
- </Float>
- <Bool Name="AlphaTestEnable">
- <Value>true</Value>
- </Bool>
- </Constants>
- </Material>
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Animation
- AnimationName="JBBaseDefense_BLD"
- AnimationMode="MATCH_UNPACKING"
- AnimationBlendTime="0" />
- <Script>
- CurDrawableHideSubObjectPermanently("NewSkin_Fill")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="JBBaseDefense_BLD"
- AnimationMode="ONCE_BACKWARDS"
- AnimationAbsoluteTime="2s"/>
- <Script>
- CurDrawableHideSubObjectPermanently("NewSkin_Fill")
- </Script>
- </AnimationState>
- </ScriptedModelDraw>
- <!-- DRAW PLATFORM -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_Platform"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="JBBaseDefense_Platform_SKN" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
- <Model
- Name="JBBaseDefense_Platform_SKN" />
- <!-- particle system template not found
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="JBBaseDefenseWakeSplash"
- FollowBone="true" />
- -->
- <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
- <Constants>
- <Float Name="ColorAmbient">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorDiffuse">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorSpecular">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="Shininess">
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorEmissive">
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- </Float>
- <Texture Name="Texture_0">
- <Value>FXJapanBuildMask</Value>
- </Texture>
- <Bool Name="DepthWriteEnable">
- <Value>false</Value>
- </Bool>
- <Bool Name="AlphaTestEnable">
- <Value>false</Value>
- </Bool>
- <Bool Name="CullingEnable">
- <Value>true</Value>
- </Bool>
- <Int Name="BlendMode">
- <Value>1</Value>
- </Int>
- </Constants>
- </Material>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER SOLD">
- <Model
- Name="JBBaseDefense_Platform_SKN" />
- <!-- particle system template not found
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="JBBaseDefenseWakeSplash"
- FollowBone="true" />
- -->
- <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
- <Constants>
- <Float Name="ColorAmbient">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorDiffuse">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorSpecular">
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- <Value>0.000000</Value>
- </Float>
- <Float Name="Shininess">
- <Value>0.000000</Value>
- </Float>
- <Float Name="ColorEmissive">
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- <Value>1.000000</Value>
- </Float>
- <Texture Name="Texture_0">
- <Value>FXJapanBuildMask</Value>
- </Texture>
- <Bool Name="DepthWriteEnable">
- <Value>false</Value>
- </Bool>
- <Bool Name="AlphaTestEnable">
- <Value>false</Value>
- </Bool>
- <Bool Name="CullingEnable">
- <Value>true</Value>
- </Bool>
- <Int Name="BlendMode">
- <Value>1</Value>
- </Int>
- </Constants>
- </Material>
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- <Script>
- CurDrawableShowSubObjectPermanently("Bib")
- CurDrawableHideSubObjectPermanently("Platform")
- CurDrawableHideSubObjectPermanently("Platform_FX")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
- <Animation
- AnimationName="JBBaseDefense_Platform_BLD"
- AnimationMode="MATCH_UNPACKING" />
- <Script>
- CurDrawableHideSubObjectPermanently("Bib")
- CurDrawableShowSubObjectPermanently("Platform")
- CurDrawableShowSubObjectPermanently("Platform_FX")
- </Script>
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
- FollowBone="true" />
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="JBBaseDefense_Platform_BLD"
- AnimationMode="ONCE_BACKWARDS"
- AnimationAbsoluteTime="2s"/>
- <Script>
- CurDrawableHideSubObjectPermanently("NewSkin_Fill")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER">
- <Script>
- CurDrawableShowSubObjectPermanently("Platform")
- CurDrawableShowSubObjectPermanently("Platform_FX")
- CurDrawableHideSubObjectPermanently("Bib")
- </Script>
- </AnimationState>
- </ScriptedModelDraw>
- <!-- DRAW BUILD UP PLATFORM -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_Platform_Buildup"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
- <Model
- Name="JBBaseDefense_Platform_SKN" />
- <!-- particle system template not found
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="JBBaseDefenseWakeSplash"
- FollowBone="true" />
- -->
- <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
- <Constants>
- <Texture Name="DiffuseTexture">
- <Value>JBPlatform</Value>
- </Texture>
- <Texture Name="NormalMap">
- <Value>JBPlatform_NRM</Value>
- </Texture>
- <Texture Name="SpecMap">
- <Value>JBPlatform_SPM</Value>
- </Texture>
- <Float Name="EnvMult">
- <Value>1.000000</Value>
- </Float>
- <Bool Name="AlphaTestEnable">
- <Value>true</Value>
- </Bool>
- </Constants>
- </Material>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER SOLD">
- <Model
- Name="JBBaseDefense_Platform_SKN" />
- <!-- particle system template not found
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="JBBaseDefenseWakeSplash"
- FollowBone="true" />
- -->
- <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
- <Constants>
- <Texture Name="DiffuseTexture">
- <Value>JBPlatform</Value>
- </Texture>
- <Texture Name="NormalMap">
- <Value>JBPlatform_NRM</Value>
- </Texture>
- <Texture Name="SpecMap">
- <Value>JBPlatform_SPM</Value>
- </Texture>
- <Float Name="EnvMult">
- <Value>1.000000</Value>
- </Float>
- <Bool Name="AlphaTestEnable">
- <Value>true</Value>
- </Bool>
- </Constants>
- </Material>
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- <Script>
- CurDrawableShowSubObjectPermanently("Bib")
- CurDrawableHideSubObjectPermanently("Platform")
- CurDrawableHideSubObjectPermanently("Platform_FX")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
- <Animation
- AnimationName="JBBaseDefense_Platform_BLD"
- AnimationMode="MATCH_UNPACKING" />
- <Script>
- CurDrawableHideSubObjectPermanently("Bib")
- CurDrawableShowSubObjectPermanently("Platform")
- CurDrawableShowSubObjectPermanently("Platform_FX")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="OVER_WATER SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="JBBaseDefense_Platform_BLD"
- AnimationMode="ONCE_BACKWARDS"
- AnimationAbsoluteTime="2s"/>
- <Script>
- CurDrawableHideSubObjectPermanently("Bib")
- CurDrawableShowSubObjectPermanently("Platform")
- CurDrawableShowSubObjectPermanently("Platform_FX")
- </Script>
- </AnimationState>
- </ScriptedModelDraw>
-
- <!-- draw for Egg unpacking -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_Egg"
- OkToChangeModelColor="true"
- StaticModelLODMode="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Model
- Name="JUEgg_Unpack" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD">
- <Model
- Name="" />
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- </AnimationState>
-
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Animation
- AnimationName="JUEgg_Unpack"
- AnimationMode="MATCH_UNPACKING" />
- </AnimationState>
- </ScriptedModelDraw>
- <!-- DRAW PARTICLES -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_FX"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="JBBaseDefense_FX" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="DAMAGED">
- <Model
- Name="JBBaseDefense_FX" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="JapanVehicleDamagedSparks"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="JapanVehicleDamagedFire"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="JapanVehicleDamagedSparks"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="JapanVehicleDamagedFire"
- FollowBone="true" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="REALLYDAMAGED">
- <Model
- Name="JBBaseDefense_FX" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="JapanVehicleDamagedSparks"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="JapanVehicleDamagedFire"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="JapanVehicleDamagedSparks"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="JapanVehicleDamagedFire"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="JapanVehicleDamagedSparks"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="FX_BONE03"
- FXParticleSystemTemplate="JapanVehicleDamagedFire"
- FollowBone="true" />
- </ModelConditionState>
- </ScriptedModelDraw>
-
- <TracerModelDraw
- id="ModuleTag_TracerModelDraw"
- MinLength="30.0"
- MaxLength="30.0"
- Width="6.0"
- MinSpeed="40"
- MaxSpeed="40"
- SweepSpeed="1.0"
- SpreadAngle="2.0"
- MinTracersPerFrame="0.2"
- MaxTracersPerFrame="0.3"
- FrameLifeTime="35"
- WeaponSlotType="PRIMARY_WEAPON"
- Texture="FXJapanTracer"
- UseAdditiveBlending="true" >
- <HeadColor
- r="1.0"
- g="1.0"
- b="1.0"
- a="1.0" />
- <TailColor
- r="1.0"
- g="1.0"
- b="1.0"
- a="1.0" />
- <ObjectStatusValidation
- ForbiddenStatus="GENERIC_TOGGLE_STATE" />
- </TracerModelDraw>
- </Draws>
- <Behaviors>
- <WeaponSetUpdate
- id="ModuleTag_WeaponSetUpdate">
- <WeaponSlotTurret
- ID="1">
- <Weapon
- Ordering="PRIMARY_WEAPON"
- Template="JapanBaseDefenseGunGround"
- ForbiddenObjectStatus="GENERIC_TOGGLE_STATE"/>
- <Weapon
- Ordering="PRIMARY_WEAPON"
- Template="JapanBaseDefenseGunAir"
- ObjectStatus="GENERIC_TOGGLE_STATE" />
- <TurretSettings
- TurretTurnRate="480"
- TurretPitchRate="360"
- AllowsPitch="true"
- MinimumPitch="-60d"
- PitchHeight="90%"
- MinIdleScanTime="1.0s"
- MaxIdleScanTime="6.0s"
- MinIdleScanAngle="0.0"
- MaxIdleScanAngle="360.0">
- <TurretAITargetChooserData
- StartupDelay="1.0s">
- <ObjectVisionRange
- id="ObjectVisionRange_Aircraft"
- Range="100">
- <Filter
- Rule="ANY"
- Include="INFANTRY VEHICLE AIRCRAFT"
- StatusBitFlags="AIRBORNE_TARGET"/>
- </ObjectVisionRange>
- </TurretAITargetChooserData>
- </TurretSettings>
- </WeaponSlotTurret>
- </WeaponSetUpdate>
- <Physics
- id="ModuleTag_Physics"/>
- <StancesBehavior
- id="ModuleTag_Stance"
- StanceTemplate="OffensiveStructures" />
- <BuildingDestructionBehavior
- id="ModuleTag_BuildingDestruction">
- <DieMuxData
- DeathTypes="ALL" />
- <Item
- BonePrefix="BONE_CONTACT_POINT_"
- FX="JapanStructureHit"
- 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" />
- </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_SmallBuildingDieExplosion" />
- </FXListBehavior>
- <CreateObjectDie
- id="ModuleTag_CreateObjectDie"
- CreationList="JBBaseDefense_Die_OCL">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED"
- ExemptStatus="OVER_WATER" />
- </CreateObjectDie>
- <CreateObjectDie
- id="ModuleTag_Platform_CreateObjectDie"
- CreationList="JBBaseDefense_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_StructureUnpack"
- UnpackTime="15s" />
- <xi:include
- href="../../Includes/GenericBuildingRepair.xml" />
- <xi:include
- href="../../Includes/RepairAlliesEngineerContain.xml" />
- <SpecialPower
- id="ModuleTag_ToggleAirGroundDefense"
- SpecialPowerTemplate="SpecialPower_JapanBaseDefenseTransform"
- UpdateModuleStartsAttack="true"/>
- <ToggleStatusSpecialAbilityUpdate
- id="ModuleTag_ToggleAirGroundDefenseUpdate"
- SpecialPowerTemplate="SpecialPower_JapanBaseDefenseTransform"
- PackTime="2.0s">
- <ToggleState
- EnterStateSound="JAP_DefenderVX_GunToggleMS">
- <SkirmishAiInfo
- ToggleHint="TOGGLE_DEFAULT" >
- <StateWeapon
- Weapon="JapanBaseDefenseGunGround" />
- </SkirmishAiInfo>
- </ToggleState>
- <ToggleState
- ObjectStatus="GENERIC_TOGGLE_STATE"
- ModelConditions="WEAPONSET_TOGGLE_1"
- EnterStateSound="JAP_DefenderVX_RocketToggleMS">
- <SkirmishAiInfo
- ToggleHint="TOGGLE_WEAPON">
- <StateWeapon
- Weapon="JapanBaseDefenseGunAir" />
- </SkirmishAiInfo>
- </ToggleState>
- </ToggleStatusSpecialAbilityUpdate>
- </Behaviors>
- <AI>
- <AIUpdate
- id="ModuleTag_AI"
- AutoAcquireEnemiesWhenIdle="YES"
- StateMachine="OffensiveStructureAIStateMachine">
- <UnitAITargetChooserData
- CanPickDynamicTargets="false"
- IdleScanDelay="0.2s" >
- </UnitAITargetChooserData>
- </AIUpdate>
- </AI>
- <Body>
- <ActiveBody
- id="ModuleTag_Body"
- MaxHealth="1000" />
- </Body>
- <Geometry
- IsSmall="false">
- <Shape
- Type= "BOX"
- MajorRadius = "15.0"
- MinorRadius = "15.0"
- Height = "5.0">
- </Shape>
- <Shape
- Type= "CYLINDER"
- MajorRadius = "7.0"
- Height = "25.0"
- ContactPointGeneration = "INFANTRY" >
- <Offset
- x = "-5.0"
- y = "0.0"
- z = "0.0" />
- </Shape>
- </Geometry>
- <ClientBehaviors>
- <ModelConditionAudioLoopClientBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_StructureConstructionAudio">
- <ModelConditionSound
- Sound="JAP_Nanocore_DeployStructureLand"
- RequiredFlags="STRUCTURE_UNPACKING"
- ExcludedFlags="OVER_WATER"/>
- <ModelConditionSound
- Sound="JAP_Nanocore_DeployStructureWaterMS"
- RequiredFlags="STRUCTURE_UNPACKING OVER_WATER"/>
- </ModelConditionAudioLoopClientBehavior>
- </ClientBehaviors>
- <AudioArrayVoice>
- <AudioEntry Sound="JAP_DefenderVX_Select" AudioType="voiceSelect" />
- </AudioArrayVoice>
- <AudioArraySound>
- <AudioEntry Sound="JAP_Nanocore_DeployLoop" AudioType="soundUnderConstruction" />
- <!--
- <AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" />
- <AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
- -->
- </AudioArraySound>
- <VisionInfo
- VisionRange="310"
- ShroudClearingRange="500" />
- </GameObject>
-
- <GameObject
- id="JapanBaseDefense_S07"
- inheritFrom="JapanBaseDefense"
- BuildTime="5"
- EnergyProduction="-5"
- EditorName="JapanBaseDefense_S07"
- EditorSorting="CAMPAIGN_UNITS">
-
- <Behaviors>
-
- <StructureUnpackUpdate
- id="ModuleTag_StructureUnpack_02"
- xai:joinAction="Replace"
- UnpackTime="5s" />
- </Behaviors>
-
- </GameObject>
-
-
- </AssetDeclaration>
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