JapanBaseDefenseAdvanced.xml 31 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
  6. type="all"
  7. source="DATA:GlobalData/GlobalDefines.xml" />
  8. <Include
  9. type="all"
  10. source="ART:JBBaseDefenseAdvanced_SKN.w3x" />
  11. <Include
  12. type="all"
  13. source="ART:JBBaseDefenseAdvanced_BLD.w3x" />
  14. <Include
  15. type="all"
  16. source="ART:JBBaseDefenseAdvanced_BLD2.w3x" />
  17. <Include
  18. type="all"
  19. source="ART:JBBaseDefenseAdvanced_FX.w3x" />
  20. <Include
  21. type="all"
  22. source="ART:JBBaseDefenseAdvanced_Platform_SKN.w3x" />
  23. <Include
  24. type="all"
  25. source="ART:JBBaseDefenseAdvanced_Platform_BLD.w3x" />
  26. <Include
  27. type="all"
  28. source="ART:JBBaseDefense_FX.w3x" />
  29. <!-- Base Object -->
  30. <Include
  31. type="instance"
  32. source="DATA:BaseObjects/BaseStructure.xml" />
  33. </Includes>
  34. <GameObject
  35. id="JapanBaseDefenseAdvanced"
  36. inheritFrom="BaseStructure"
  37. SelectPortrait="Portrait_JapanBaseDefenseAdv"
  38. ButtonImage="Button_JapanBaseDefenseAdv"
  39. Side="Japan"
  40. EditorSorting="STRUCTURE"
  41. EnergyProduction="-75"
  42. CommandSet="JapanBaseDefenseAdvancedCommandSet"
  43. KindOf="-NOT_AUTOACQUIRABLE +CAN_ATTACK +FS_BASE_DEFENSE +POWERED +CAN_SEE_THROUGH_STRUCTURE +LINE_OF_SIGHT_IGNORES_BUILDINGS +ACTIVATE_AFTER_UNPACK"
  44. RadarPriority="STRUCTURE"
  45. PlacementViewAngle="45d"
  46. ProductionQueueType="OTHER_STRUCTURE"
  47. BuildPlacementTypeFlag="OTHER_STRUCTURE"
  48. EditorName="JapanBaseDefenseAdvanced"
  49. WeaponCategory="CANNON"
  50. CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE"
  51. TypeDescription="Type:JapanBaseDefenseAdvanced"
  52. Description="Desc:JapanBaseDefenseAdvanced">
  53. <DisplayName
  54. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanBaseDefenseAdvanced</DisplayName>
  55. <ObjectResourceInfo>
  56. <BuildCost Account="=$ACCOUNT_ORE" Amount="1400"/>
  57. </ObjectResourceInfo>
  58. <ArmorSet
  59. Armor="JapanBaseDefenseAdvancedArmor"
  60. DamageFX="FactionStructureDamageFX" />
  61. <SkirmishAIInformation
  62. BaseBuildingLocation="DEFENSE" >
  63. <ConstructionBaseSelectionCriteria
  64. ExcludedBaseTypes="NO_BUILD_RADIUS"
  65. PreferredBaseTypes="ENEMIES_IN_BASE UNDER_ATTACK"
  66. SortOrder="PREFER_MOST_RECENTLY_ATTACKED" />
  67. </SkirmishAIInformation>
  68. <Draws>
  69. <ScriptedModelDraw
  70. id="ModuleTag_Draw"
  71. OkToChangeModelColor="true"
  72. ExtraPublicBone="FX_Weapon_01 BONE_CONTACT_POINT_01 BONE_CONTACT_POINT_02 BONE_CONTACT_POINT_03 BONE_CONTACT_POINT_04 BONE_CONTACT_POINT_05 BONE_CONTACT_POINT_06">
  73. <ModelConditionState
  74. ParseCondStateType="PARSE_DEFAULT">
  75. <Model
  76. Name="JBBaseDefenseAdvanced_SKN" />
  77. <WeaponFireFXBone
  78. WeaponSlotID="1"
  79. WeaponSlotType="PRIMARY_WEAPON"
  80. BoneName="FX_Weapon_01" />
  81. <WeaponLaunchBone
  82. WeaponSlotID="1"
  83. WeaponSlotType="PRIMARY_WEAPON"
  84. BoneName="FX_Weapon_01" />
  85. <Turret
  86. TurretNameKey="Turret"
  87. TurretPitch="Turret_Pitch"
  88. TurretID="1" />
  89. </ModelConditionState>
  90. <ModelConditionState
  91. ParseCondStateType="PARSE_NORMAL"
  92. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  93. <Model
  94. Name="JBBaseDefenseAdvanced_SKN" />
  95. <Material ShaderName="ObjectsGeneric.fx" TechniqueName="Default">
  96. <Constants>
  97. <Texture Name="DiffuseTexture">
  98. <Value>JBBaseDefenseAdvanced</Value>
  99. </Texture>
  100. <Texture Name="NormalMap">
  101. <Value>JBBaseDefenseAdvanced_NRM</Value>
  102. </Texture>
  103. <Texture Name="SpecMap">
  104. <Value>JBBaseDefenseAdvanced_SPM</Value>
  105. </Texture>
  106. <Float Name="BumpScale">
  107. <Value>1.000000</Value>
  108. </Float>
  109. <Float Name="AmbientColor">
  110. <Value>0.400000</Value>
  111. <Value>0.400000</Value>
  112. <Value>0.400000</Value>
  113. </Float>
  114. <Float Name="DiffuseColor">
  115. <Value>1.000000</Value>
  116. <Value>1.000000</Value>
  117. <Value>1.000000</Value>
  118. <Value>1.000000</Value>
  119. </Float>
  120. <Float Name="SpecularColor">
  121. <Value>0.800000</Value>
  122. <Value>0.800000</Value>
  123. <Value>0.800000</Value>
  124. </Float>
  125. <Float Name="SpecularExponent">
  126. <Value>50.000000</Value>
  127. </Float>
  128. <Float Name="EnvMult">
  129. <Value>1.000000</Value>
  130. </Float>
  131. <Bool Name="AlphaTestEnable">
  132. <Value>false</Value>
  133. </Bool>
  134. </Constants>
  135. </Material>
  136. </ModelConditionState>
  137. <ModelConditionState
  138. ParseCondStateType="PARSE_NORMAL"
  139. ConditionsYes="STRUCTURE_UNPACKING">
  140. <Model
  141. Name="JBBaseDefenseAdvanced_SKN" />
  142. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  143. <Constants>
  144. <Float Name="ColorAmbient">
  145. <Value>0.000000</Value>
  146. <Value>0.000000</Value>
  147. <Value>0.000000</Value>
  148. </Float>
  149. <Float Name="ColorDiffuse">
  150. <Value>0.000000</Value>
  151. <Value>0.000000</Value>
  152. <Value>0.000000</Value>
  153. </Float>
  154. <Float Name="ColorSpecular">
  155. <Value>0.000000</Value>
  156. <Value>0.000000</Value>
  157. <Value>0.000000</Value>
  158. </Float>
  159. <Float Name="Shininess">
  160. <Value>0.000000</Value>
  161. </Float>
  162. <Float Name="ColorEmissive">
  163. <Value>1.000000</Value>
  164. <Value>1.000000</Value>
  165. <Value>1.000000</Value>
  166. </Float>
  167. <Texture Name="Texture_0">
  168. <Value>FXJapanBuildMask</Value>
  169. </Texture>
  170. <Bool Name="DepthWriteEnable">
  171. <Value>false</Value>
  172. </Bool>
  173. <Bool Name="AlphaTestEnable">
  174. <Value>false</Value>
  175. </Bool>
  176. <Bool Name="CullingEnable">
  177. <Value>true</Value>
  178. </Bool>
  179. <Int Name="BlendMode">
  180. <Value>1</Value>
  181. </Int>
  182. </Constants>
  183. </Material>
  184. </ModelConditionState>
  185. <ModelConditionState
  186. ParseCondStateType="PARSE_NORMAL"
  187. ConditionsYes="SOLD">
  188. <Model
  189. Name="JBBaseDefenseAdvanced_SKN" />
  190. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  191. <Constants>
  192. <Float Name="ColorAmbient">
  193. <Value>0.000000</Value>
  194. <Value>0.000000</Value>
  195. <Value>0.000000</Value>
  196. </Float>
  197. <Float Name="ColorDiffuse">
  198. <Value>0.000000</Value>
  199. <Value>0.000000</Value>
  200. <Value>0.000000</Value>
  201. </Float>
  202. <Float Name="ColorSpecular">
  203. <Value>0.000000</Value>
  204. <Value>0.000000</Value>
  205. <Value>0.000000</Value>
  206. </Float>
  207. <Float Name="Shininess">
  208. <Value>0.000000</Value>
  209. </Float>
  210. <Float Name="ColorEmissive">
  211. <Value>1.000000</Value>
  212. <Value>1.000000</Value>
  213. <Value>1.000000</Value>
  214. </Float>
  215. <Texture Name="Texture_0">
  216. <Value>FXJapanBuildMask</Value>
  217. </Texture>
  218. <Bool Name="DepthWriteEnable">
  219. <Value>false</Value>
  220. </Bool>
  221. <Bool Name="AlphaTestEnable">
  222. <Value>false</Value>
  223. </Bool>
  224. <Bool Name="CullingEnable">
  225. <Value>true</Value>
  226. </Bool>
  227. <Int Name="BlendMode">
  228. <Value>1</Value>
  229. </Int>
  230. </Constants>
  231. </Material>
  232. </ModelConditionState>
  233. <AnimationState
  234. ParseCondStateType="PARSE_DEFAULT">
  235. </AnimationState>
  236. <AnimationState
  237. ParseCondStateType="PARSE_NORMAL"
  238. ConditionsYes="BUILD_PLACEMENT_CURSOR"
  239. Flags="START_FRAME_LAST">
  240. <Animation
  241. AnimationName="JBBaseDefenseAdvanced_BLD"
  242. AnimationMode="ONCE"
  243. AnimationBlendTime="0" />
  244. <Script>
  245. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  246. </Script>
  247. </AnimationState>
  248. <AnimationState
  249. ParseCondStateType="PARSE_NORMAL"
  250. ConditionsYes="STRUCTURE_UNPACKING">
  251. <Animation
  252. AnimationName="JBBaseDefenseAdvanced_BLD2"
  253. AnimationMode="MATCH_UNPACKING"
  254. AnimationBlendTime="0" />
  255. <Script>
  256. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  257. </Script>
  258. </AnimationState>
  259. <AnimationState
  260. ParseCondStateType="PARSE_NORMAL"
  261. ConditionsYes="SOLD"
  262. Flags="START_FRAME_LAST">
  263. <Animation
  264. AnimationName="JBBaseDefenseAdvanced_BLD2"
  265. AnimationMode="ONCE_BACKWARDS"
  266. AnimationAbsoluteTime="2s"/>
  267. <Script>
  268. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  269. </Script>
  270. </AnimationState>
  271. </ScriptedModelDraw>
  272. <!-- DRAW BUILD UP -->
  273. <ScriptedModelDraw
  274. id="ModuleTag_Draw_Buildup"
  275. 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"
  276. OkToChangeModelColor="true">
  277. <ModelConditionState
  278. ParseCondStateType="PARSE_DEFAULT">
  279. <Model
  280. Name="" />
  281. </ModelConditionState>
  282. <ModelConditionState
  283. ParseCondStateType="PARSE_NORMAL"
  284. ConditionsYes="STRUCTURE_UNPACKING">
  285. <Model
  286. Name="JBBaseDefenseAdvanced_SKN" />
  287. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  288. <Constants>
  289. <Texture Name="DiffuseTexture">
  290. <Value>JBBaseDefenseAdvanced</Value>
  291. </Texture>
  292. <Texture Name="NormalMap">
  293. <Value>JBBaseDefenseAdvanced_NRM</Value>
  294. </Texture>
  295. <Texture Name="SpecMap">
  296. <Value>JBBaseDefenseAdvanced_SPM</Value>
  297. </Texture>
  298. <Float Name="EnvMult">
  299. <Value>1.000000</Value>
  300. </Float>
  301. <Bool Name="AlphaTestEnable">
  302. <Value>true</Value>
  303. </Bool>
  304. </Constants>
  305. </Material>
  306. </ModelConditionState>
  307. <ModelConditionState
  308. ParseCondStateType="PARSE_NORMAL"
  309. ConditionsYes="SOLD">
  310. <Model
  311. Name="JBBaseDefenseAdvanced_SKN" />
  312. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  313. <Constants>
  314. <Texture Name="DiffuseTexture">
  315. <Value>JBBaseDefenseAdvanced</Value>
  316. </Texture>
  317. <Texture Name="NormalMap">
  318. <Value>JBBaseDefenseAdvanced_NRM</Value>
  319. </Texture>
  320. <Texture Name="SpecMap">
  321. <Value>JBBaseDefenseAdvanced_SPM</Value>
  322. </Texture>
  323. <Float Name="EnvMult">
  324. <Value>1.000000</Value>
  325. </Float>
  326. <Bool Name="AlphaTestEnable">
  327. <Value>true</Value>
  328. </Bool>
  329. </Constants>
  330. </Material>
  331. </ModelConditionState>
  332. <AnimationState
  333. ParseCondStateType="PARSE_DEFAULT">
  334. </AnimationState>
  335. <AnimationState
  336. ParseCondStateType="PARSE_NORMAL"
  337. ConditionsYes="STRUCTURE_UNPACKING">
  338. <Animation
  339. AnimationName="JBBaseDefenseAdvanced_BLD"
  340. AnimationMode="MATCH_UNPACKING"
  341. AnimationBlendTime="0" />
  342. <Script>
  343. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  344. </Script>
  345. </AnimationState>
  346. <AnimationState
  347. ParseCondStateType="PARSE_NORMAL"
  348. ConditionsYes="SOLD"
  349. Flags="START_FRAME_LAST">
  350. <Animation
  351. AnimationName="JBBaseDefenseAdvanced_BLD"
  352. AnimationMode="ONCE_BACKWARDS"
  353. AnimationAbsoluteTime="2s"/>
  354. <Script>
  355. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  356. </Script>
  357. </AnimationState>
  358. </ScriptedModelDraw>
  359. <ScriptedModelDraw
  360. id="ModuleTag_FireingDraw"
  361. AttachToBoneInAnotherModule="Turret_Pitch">
  362. <ModelConditionState
  363. ParseCondStateType="PARSE_DEFAULT">
  364. <Model
  365. Name="" />
  366. </ModelConditionState>
  367. <ModelConditionState
  368. ParseCondStateType="PARSE_NORMAL"
  369. ConditionsYes="PREATTACK_A">
  370. <Model
  371. Name="JBBaseDefenseAdvanced_FX" />
  372. </ModelConditionState>
  373. <ModelConditionState
  374. ParseCondStateType="PARSE_NORMAL"
  375. ConditionsYes="FIRING_A">
  376. <Model
  377. Name="JBBaseDefenseAdvanced_FX" />
  378. </ModelConditionState>
  379. <AnimationState
  380. ParseCondStateType="PARSE_NORMAL"
  381. ConditionsYes="FIRING_A"
  382. Flags="START_FRAME_LAST">
  383. <Animation
  384. AnimationName="JBBaseDefenseAdvanced_FX"
  385. AnimationMode="ONCE_BACKWARDS"
  386. AnimationBlendTime="0"
  387. AnimationAbsoluteTime="1s"/>
  388. </AnimationState>
  389. <AnimationState
  390. ParseCondStateType="PARSE_NORMAL"
  391. ConditionsYes="PREATTACK_A">
  392. <Animation
  393. AnimationName="JBBaseDefenseAdvanced_FX"
  394. AnimationMode="ONCE"
  395. AnimationBlendTime="0"/>
  396. </AnimationState>
  397. </ScriptedModelDraw>
  398. <!-- DRAW PLATFORM -->
  399. <ScriptedModelDraw
  400. id="ModuleTag_Draw_Platform"
  401. OkToChangeModelColor="true">
  402. <ModelConditionState
  403. ParseCondStateType="PARSE_DEFAULT">
  404. <Model
  405. Name="JBBaseDefenseAdvanced_Platform_SKN" />
  406. </ModelConditionState>
  407. <ModelConditionState
  408. ParseCondStateType="PARSE_NORMAL"
  409. ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
  410. <Model
  411. Name="JBBaseDefenseAdvanced_Platform_SKN" />
  412. <!-- particle system template not found
  413. <ParticleSysBone
  414. BoneName="None"
  415. FXParticleSystemTemplate="JBBaseDefenseAdvancedWakeSplash"
  416. FollowBone="true" />
  417. -->
  418. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  419. <Constants>
  420. <Float Name="ColorAmbient">
  421. <Value>0.000000</Value>
  422. <Value>0.000000</Value>
  423. <Value>0.000000</Value>
  424. </Float>
  425. <Float Name="ColorDiffuse">
  426. <Value>0.000000</Value>
  427. <Value>0.000000</Value>
  428. <Value>0.000000</Value>
  429. </Float>
  430. <Float Name="ColorSpecular">
  431. <Value>0.000000</Value>
  432. <Value>0.000000</Value>
  433. <Value>0.000000</Value>
  434. </Float>
  435. <Float Name="Shininess">
  436. <Value>0.000000</Value>
  437. </Float>
  438. <Float Name="ColorEmissive">
  439. <Value>1.000000</Value>
  440. <Value>1.000000</Value>
  441. <Value>1.000000</Value>
  442. </Float>
  443. <Texture Name="Texture_0">
  444. <Value>FXJapanBuildMask</Value>
  445. </Texture>
  446. <Bool Name="DepthWriteEnable">
  447. <Value>false</Value>
  448. </Bool>
  449. <Bool Name="AlphaTestEnable">
  450. <Value>false</Value>
  451. </Bool>
  452. <Bool Name="CullingEnable">
  453. <Value>true</Value>
  454. </Bool>
  455. <Int Name="BlendMode">
  456. <Value>1</Value>
  457. </Int>
  458. </Constants>
  459. </Material>
  460. </ModelConditionState>
  461. <ModelConditionState
  462. ParseCondStateType="PARSE_NORMAL"
  463. ConditionsYes="OVER_WATER SOLD">
  464. <Model
  465. Name="JBBaseDefenseAdvanced_Platform_SKN" />
  466. <!-- particle system template not found
  467. <ParticleSysBone
  468. BoneName="None"
  469. FXParticleSystemTemplate="JBBaseDefenseAdvancedWakeSplash"
  470. FollowBone="true" />
  471. -->
  472. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  473. <Constants>
  474. <Float Name="ColorAmbient">
  475. <Value>0.000000</Value>
  476. <Value>0.000000</Value>
  477. <Value>0.000000</Value>
  478. </Float>
  479. <Float Name="ColorDiffuse">
  480. <Value>0.000000</Value>
  481. <Value>0.000000</Value>
  482. <Value>0.000000</Value>
  483. </Float>
  484. <Float Name="ColorSpecular">
  485. <Value>0.000000</Value>
  486. <Value>0.000000</Value>
  487. <Value>0.000000</Value>
  488. </Float>
  489. <Float Name="Shininess">
  490. <Value>0.000000</Value>
  491. </Float>
  492. <Float Name="ColorEmissive">
  493. <Value>1.000000</Value>
  494. <Value>1.000000</Value>
  495. <Value>1.000000</Value>
  496. </Float>
  497. <Texture Name="Texture_0">
  498. <Value>FXJapanBuildMask</Value>
  499. </Texture>
  500. <Bool Name="DepthWriteEnable">
  501. <Value>false</Value>
  502. </Bool>
  503. <Bool Name="AlphaTestEnable">
  504. <Value>false</Value>
  505. </Bool>
  506. <Bool Name="CullingEnable">
  507. <Value>true</Value>
  508. </Bool>
  509. <Int Name="BlendMode">
  510. <Value>1</Value>
  511. </Int>
  512. </Constants>
  513. </Material>
  514. </ModelConditionState>
  515. <AnimationState
  516. ParseCondStateType="PARSE_DEFAULT">
  517. <Script>
  518. CurDrawableShowSubObjectPermanently("Bib")
  519. CurDrawableHideSubObjectPermanently("Platform")
  520. CurDrawableHideSubObjectPermanently("Platform_FX")
  521. </Script>
  522. </AnimationState>
  523. <AnimationState
  524. ParseCondStateType="PARSE_NORMAL"
  525. ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
  526. <Animation
  527. AnimationName="JBBaseDefenseAdvanced_Platform_BLD"
  528. AnimationMode="MATCH_UNPACKING" />
  529. <Script>
  530. CurDrawableHideSubObjectPermanently("Bib")
  531. CurDrawableShowSubObjectPermanently("Platform")
  532. CurDrawableShowSubObjectPermanently("Platform_FX")
  533. </Script>
  534. <ParticleSysBone
  535. BoneName="None"
  536. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  537. FollowBone="true" />
  538. <ParticleSysBone
  539. BoneName="None"
  540. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  541. FollowBone="true" />
  542. </AnimationState>
  543. <AnimationState
  544. ParseCondStateType="PARSE_NORMAL"
  545. ConditionsYes="SOLD OVER_WATER"
  546. Flags="START_FRAME_LAST">
  547. <Animation
  548. AnimationName="JBBaseDefenseAdvanced_Platform_BLD"
  549. AnimationMode="ONCE_BACKWARDS"
  550. AnimationAbsoluteTime="2s"/>
  551. <Script>
  552. CurDrawableHideSubObjectPermanently("Bib")
  553. CurDrawableShowSubObjectPermanently("Platform")
  554. CurDrawableShowSubObjectPermanently("Platform_FX")
  555. </Script>
  556. </AnimationState>
  557. <AnimationState
  558. ParseCondStateType="PARSE_NORMAL"
  559. ConditionsYes="OVER_WATER">
  560. <Script>
  561. CurDrawableShowSubObjectPermanently("Platform")
  562. CurDrawableShowSubObjectPermanently("Platform_FX")
  563. CurDrawableHideSubObjectPermanently("Bib")
  564. </Script>
  565. </AnimationState>
  566. </ScriptedModelDraw>
  567. <!-- DRAW BUILD UP PLATFORM -->
  568. <ScriptedModelDraw
  569. id="ModuleTag_Draw_Platform_Buildup"
  570. OkToChangeModelColor="true">
  571. <ModelConditionState
  572. ParseCondStateType="PARSE_DEFAULT">
  573. <Model
  574. Name="" />
  575. </ModelConditionState>
  576. <ModelConditionState
  577. ParseCondStateType="PARSE_NORMAL"
  578. ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
  579. <Model
  580. Name="JBBaseDefenseAdvanced_Platform_SKN" />
  581. <!-- particle system template not found
  582. <ParticleSysBone
  583. BoneName="None"
  584. FXParticleSystemTemplate="JBBaseDefenseAdvancedWakeSplash"
  585. FollowBone="true" />
  586. -->
  587. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  588. <Constants>
  589. <Texture Name="DiffuseTexture">
  590. <Value>JBPlatform</Value>
  591. </Texture>
  592. <Texture Name="NormalMap">
  593. <Value>JBPlatform_NRM</Value>
  594. </Texture>
  595. <Texture Name="SpecMap">
  596. <Value>JBPlatform_SPM</Value>
  597. </Texture>
  598. <Float Name="EnvMult">
  599. <Value>1.000000</Value>
  600. </Float>
  601. <Bool Name="AlphaTestEnable">
  602. <Value>true</Value>
  603. </Bool>
  604. </Constants>
  605. </Material>
  606. </ModelConditionState>
  607. <ModelConditionState
  608. ParseCondStateType="PARSE_NORMAL"
  609. ConditionsYes="OVER_WATER SOLD">
  610. <Model
  611. Name="JBBaseDefenseAdvanced_Platform_SKN" />
  612. <!-- particle system template not found
  613. <ParticleSysBone
  614. BoneName="None"
  615. FXParticleSystemTemplate="JBBaseDefenseAdvancedWakeSplash"
  616. FollowBone="true" />
  617. -->
  618. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  619. <Constants>
  620. <Texture Name="DiffuseTexture">
  621. <Value>JBPlatform</Value>
  622. </Texture>
  623. <Texture Name="NormalMap">
  624. <Value>JBPlatform_NRM</Value>
  625. </Texture>
  626. <Texture Name="SpecMap">
  627. <Value>JBPlatform_SPM</Value>
  628. </Texture>
  629. <Float Name="EnvMult">
  630. <Value>1.000000</Value>
  631. </Float>
  632. <Bool Name="AlphaTestEnable">
  633. <Value>true</Value>
  634. </Bool>
  635. </Constants>
  636. </Material>
  637. </ModelConditionState>
  638. <AnimationState
  639. ParseCondStateType="PARSE_DEFAULT">
  640. <Script>
  641. CurDrawableShowSubObjectPermanently("Bib")
  642. CurDrawableHideSubObjectPermanently("Platform")
  643. CurDrawableHideSubObjectPermanently("Platform_FX")
  644. </Script>
  645. </AnimationState>
  646. <AnimationState
  647. ParseCondStateType="PARSE_NORMAL"
  648. ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
  649. <Animation
  650. AnimationName="JBBaseDefenseAdvanced_Platform_BLD"
  651. AnimationMode="MATCH_UNPACKING" />
  652. <Script>
  653. CurDrawableHideSubObjectPermanently("Bib")
  654. CurDrawableShowSubObjectPermanently("Platform")
  655. CurDrawableShowSubObjectPermanently("Platform_FX")
  656. </Script>
  657. </AnimationState>
  658. <AnimationState
  659. ParseCondStateType="PARSE_NORMAL"
  660. ConditionsYes="SOLD OVER_WATER"
  661. Flags="START_FRAME_LAST">
  662. <Animation
  663. AnimationName="JBBaseDefenseAdvanced_Platform_BLD"
  664. AnimationMode="ONCE_BACKWARDS"
  665. AnimationAbsoluteTime="2s"/>
  666. <Script>
  667. CurDrawableHideSubObjectPermanently("Bib")
  668. CurDrawableShowSubObjectPermanently("Platform")
  669. CurDrawableShowSubObjectPermanently("Platform_FX")
  670. </Script>
  671. </AnimationState>
  672. </ScriptedModelDraw>
  673. <!-- draw for Egg unpacking -->
  674. <ScriptedModelDraw
  675. id="ModuleTag_Draw_Egg"
  676. OkToChangeModelColor="true"
  677. StaticModelLODMode="true">
  678. <ModelConditionState
  679. ParseCondStateType="PARSE_DEFAULT">
  680. <Model
  681. Name="" />
  682. </ModelConditionState>
  683. <ModelConditionState
  684. ParseCondStateType="PARSE_NORMAL"
  685. ConditionsYes="STRUCTURE_UNPACKING">
  686. <Model
  687. Name="JUEgg_Unpack" />
  688. </ModelConditionState>
  689. <ModelConditionState
  690. ParseCondStateType="PARSE_NORMAL"
  691. ConditionsYes="SOLD">
  692. <Model
  693. Name="" />
  694. </ModelConditionState>
  695. <AnimationState
  696. ParseCondStateType="PARSE_DEFAULT">
  697. </AnimationState>
  698. <AnimationState
  699. ParseCondStateType="PARSE_NORMAL"
  700. ConditionsYes="STRUCTURE_UNPACKING">
  701. <Animation
  702. AnimationName="JUEgg_Unpack"
  703. AnimationMode="MATCH_UNPACKING" />
  704. </AnimationState>
  705. </ScriptedModelDraw>
  706. <!-- DRAW PARTICLES -->
  707. <ScriptedModelDraw
  708. id="ModuleTag_Draw_FX"
  709. OkToChangeModelColor="true">
  710. <ModelConditionState
  711. ParseCondStateType="PARSE_DEFAULT">
  712. <Model
  713. Name="JBBaseDefense_FX" />
  714. </ModelConditionState>
  715. <ModelConditionState
  716. ParseCondStateType="PARSE_NORMAL"
  717. ConditionsYes="DAMAGED">
  718. <Model
  719. Name="JBBaseDefense_FX" />
  720. <ParticleSysBone
  721. BoneName="FX_BONE01"
  722. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  723. FollowBone="true" />
  724. <ParticleSysBone
  725. BoneName="FX_BONE01"
  726. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  727. FollowBone="true" />
  728. <ParticleSysBone
  729. BoneName="FX_BONE01"
  730. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  731. FollowBone="true" />
  732. </ModelConditionState>
  733. <ModelConditionState
  734. ParseCondStateType="PARSE_NORMAL"
  735. ConditionsYes="REALLYDAMAGED">
  736. <Model
  737. Name="JBBaseDefense_FX" />
  738. <ParticleSysBone
  739. BoneName="FX_BONE01"
  740. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  741. FollowBone="true" />
  742. <ParticleSysBone
  743. BoneName="FX_BONE01"
  744. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  745. FollowBone="true" />
  746. <ParticleSysBone
  747. BoneName="FX_BONE01"
  748. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  749. FollowBone="true" />
  750. <ParticleSysBone
  751. BoneName="FX_BONE02"
  752. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  753. FollowBone="true" />
  754. <ParticleSysBone
  755. BoneName="FX_BONE02"
  756. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  757. FollowBone="true" />
  758. <ParticleSysBone
  759. BoneName="FX_BONE02"
  760. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  761. FollowBone="true" />
  762. </ModelConditionState>
  763. </ScriptedModelDraw>
  764. <LaserDraw
  765. id="ModuleTag_LaserDraw"
  766. Texture1_UTile="1"
  767. Texture1_VTile="1"
  768. Texture1_UScrollRate="0"
  769. Texture1_VScrollRate=".5"
  770. Texture1_NumFrames="1"
  771. Texture1_FrameRate="30"
  772. Texture2_UTile="1"
  773. Texture2_VTile="1.2"
  774. Texture2_UScrollRate="0"
  775. Texture2_VScrollRate=".7"
  776. Texture2_NumFrames="1"
  777. Texture2_FrameRate="30"
  778. FadeInTime="0.1s"
  779. FadeOutTime="0.25s"
  780. LaserWidth="30"
  781. LaserStateID="1">
  782. <FXShader
  783. ShaderName="Laser.fx"
  784. TechniqueIndex="0">
  785. <Constants>
  786. <Texture
  787. Name="Texture1">
  788. <Value>FXJapanLaser</Value>
  789. </Texture>
  790. <Texture
  791. Name="Texture2">
  792. <Value>FXLaserOverlay</Value>
  793. </Texture>
  794. <Float Name="ColorEmissive">
  795. <Value>4.000000</Value>
  796. <Value>4.000000</Value>
  797. <Value>4.000000</Value>
  798. </Float>
  799. </Constants>
  800. </FXShader>
  801. <ObjectStatusValidation
  802. ForbiddenStatus="WEAPON_UPGRADED_02" />
  803. </LaserDraw>
  804. <LaserDraw
  805. id="ModuleTag_LaserDraw"
  806. Texture1_UTile="1"
  807. Texture1_VTile="1"
  808. Texture1_UScrollRate="0"
  809. Texture1_VScrollRate=".9"
  810. Texture1_NumFrames="1"
  811. Texture1_FrameRate="30"
  812. Texture2_UTile="1"
  813. Texture2_VTile="1.2"
  814. Texture2_UScrollRate="0"
  815. Texture2_VScrollRate=".4"
  816. Texture2_NumFrames="1"
  817. Texture2_FrameRate="30"
  818. FadeInTime="0.1s"
  819. FadeOutTime="0.5s"
  820. LaserWidth="30"
  821. LaserStateID="1">
  822. <FXShader
  823. ShaderName="Laser.fx"
  824. TechniqueIndex="0">
  825. <Constants>
  826. <Texture
  827. Name="Texture1">
  828. <Value>FXJapanLaser</Value>
  829. </Texture>
  830. <Texture
  831. Name="Texture2">
  832. <Value>FXJapanLaser</Value>
  833. </Texture>
  834. <Float Name="ColorEmissive">
  835. <Value>5.000000</Value>
  836. <Value>5.000000</Value>
  837. <Value>5.000000</Value>
  838. </Float>
  839. </Constants>
  840. </FXShader>
  841. <ObjectStatusValidation
  842. ForbiddenStatus="WEAPON_UPGRADED_02" />
  843. </LaserDraw>
  844. </Draws>
  845. <Behaviors>
  846. <WeaponSetUpdate
  847. id="ModuleTag_Weapon01SetUpdate">
  848. <WeaponSlotTurret
  849. ID="1">
  850. <Weapon
  851. Ordering="PRIMARY_WEAPON"
  852. Template="JapanBaseDefenseAdvancedBeamWeapon"/>
  853. <TurretSettings
  854. TurretTurnRate="180"
  855. TurretPitchRate="100"
  856. AllowsPitch="true"
  857. MinimumPitch="-60d"
  858. PitchHeight="90%"
  859. MinIdleScanTime="1.0s"
  860. MaxIdleScanTime="5.0s"
  861. MinIdleScanAngle="0.0"
  862. MaxIdleScanAngle="90.0">
  863. <TurretAITargetChooserData />
  864. </TurretSettings>
  865. </WeaponSlotTurret>
  866. </WeaponSetUpdate>
  867. <Physics
  868. id="ModuleTag_Physics"/>
  869. <StancesBehavior
  870. id="ModuleTag_Stance"
  871. StanceTemplate="OffensiveStructures" />
  872. <BuildingDestructionBehavior
  873. id="ModuleTag_BuildingDestruction">
  874. <DieMuxData
  875. DeathTypes="ALL" />
  876. <Item
  877. BonePrefix="BONE_CONTACT_POINT_"
  878. FX="JapanStructureHit"
  879. FlingVelocity="100.0"/>
  880. </BuildingDestructionBehavior>
  881. <FXListBehavior
  882. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
  883. <DieMuxData
  884. DeathTypes="ALL"
  885. DeathTypesForbidden="SUICIDED" />
  886. <Event
  887. Index="onDeath"
  888. FX="FX_YU_Hotel02_Explode" />
  889. <Event
  890. Index="onDeath"
  891. FX="FX_LargeBuildingDieExplosionRumble" />
  892. </FXListBehavior>
  893. <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
  894. <DieMuxData
  895. DeathTypes="ALL"
  896. DeathTypesForbidden="SUICIDED" />
  897. <Event
  898. Index="onDeath"
  899. FX="FX_SmallBuildingDieExplosion" />
  900. </FXListBehavior>
  901. <CreateObjectDie
  902. id="ModuleTag_CreateObjectDie"
  903. CreationList="JBBaseDefenseAdvanced_Die_OCL">
  904. <DieMuxData
  905. DeathTypes="ALL"
  906. DeathTypesForbidden="SUICIDED"
  907. ExemptStatus="OVER_WATER" />
  908. </CreateObjectDie>
  909. <CreateObjectDie
  910. id="ModuleTag_Platform_CreateObjectDie"
  911. CreationList="JBBaseDefense_Platform_Die_OCL">
  912. <DieMuxData
  913. DeathTypes="ALL"
  914. DeathTypesForbidden="SUICIDED"
  915. RequiredStatus="OVER_WATER" />
  916. </CreateObjectDie>
  917. <DestroyDie
  918. id="ModuleTag_Die">
  919. <DieMuxData
  920. DeathTypes="ALL"
  921. DeathTypesForbidden="SUICIDED" />
  922. </DestroyDie>
  923. <ChargeWeaponUpdate
  924. id="ModuleTag_ChargeWeapon"
  925. ChargeTime="5.0s"
  926. OverChargeTime="2.0s"
  927. OverChargePercent="40%">
  928. <ObjectStatusValidation
  929. ForbiddenStatus="IS_FIRING_WEAPON IS_RELOADING_WEAPON"/>
  930. </ChargeWeaponUpdate>
  931. <PrematureDischargeSpecialPower
  932. id="ModuleTag_FireKiCannonSpecialPower"
  933. SpecialPowerTemplate="SpecialPower_JapanBaseDefenseAdvanced_FireKiCannon"/>
  934. <StructureUnpackUpdate
  935. id="ModuleTag_StructureUnpack"
  936. UnpackTime="40s" />
  937. <LaserState
  938. id="ModuleTag_LaserState"
  939. LaserId="1" >
  940. <LaserEndParticleSystem>JapanOniLaserHitFlash</LaserEndParticleSystem>
  941. <LaserEndParticleSystem>JapanOniLaserHitLight</LaserEndParticleSystem>
  942. <LaserEndParticleSystem>JapanOniLaserHitMolt</LaserEndParticleSystem>
  943. <LaserEndParticleSystem>JapanOniLaserHitSpark</LaserEndParticleSystem>
  944. </LaserState>
  945. <xi:include
  946. href="../../Includes/GenericBuildingRepair.xml" />
  947. <xi:include
  948. href="DATA:Includes/RepairAlliesEngineerContain.xml" />
  949. </Behaviors>
  950. <AI>
  951. <AIUpdate
  952. id="ModuleTag_AIUpdate"
  953. AutoAcquireEnemiesWhenIdle="YES"
  954. StateMachine="OffensiveStructureAIStateMachine">
  955. <UnitAITargetChooserData/>
  956. </AIUpdate>
  957. </AI>
  958. <Body>
  959. <ActiveBody
  960. id="ModuleTag_Body"
  961. MaxHealth="1500" />
  962. </Body>
  963. <Geometry
  964. IsSmall="false">
  965. <PlacementShape
  966. Type= "BOX"
  967. MajorRadius = "30.0"
  968. MinorRadius = "30.0"
  969. Height = "5.0" />
  970. <Shape
  971. Type= "BOX"
  972. MajorRadius = "16.0"
  973. MinorRadius = "16.0"
  974. Height = "13.4446"
  975. ContactPointGeneration = "STRUCTURE" >
  976. </Shape>
  977. <Shape
  978. Type= "BOX"
  979. MajorRadius = "6.0"
  980. MinorRadius = "6.0"
  981. Height = "35"
  982. ContactPointGeneration = "STRUCTURE" >
  983. </Shape>
  984. </Geometry>
  985. <ClientBehaviors>
  986. <ModelConditionAudioLoopClientBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_StructureConstructionAudio">
  987. <ModelConditionSound
  988. Sound="JAP_Nanocore_DeployStructureLand"
  989. RequiredFlags="STRUCTURE_UNPACKING"
  990. ExcludedFlags="OVER_WATER"/>
  991. <ModelConditionSound
  992. Sound="JAP_Nanocore_DeployStructureWaterMS"
  993. RequiredFlags="STRUCTURE_UNPACKING OVER_WATER"/>
  994. <ModelConditionSound
  995. Sound="JAP_WaveforceBattery_WeaponBuildUpToFire"
  996. RequiredFlags="FIRING_OR_PREATTACK_A"
  997. ExcludedFlags="DYING" />
  998. </ModelConditionAudioLoopClientBehavior>
  999. <AnimationSoundClientBehavior id="ModuleTag_ASCB">
  1000. <Sound Sound="JAP_WaveforceBattery_WeaponChargeLight1st" ExcludedMC="FIRING_OR_RELOADING_A" Animation="JBBaseDefenseAdvanced_FX" Frame="9 20 29 41 51" />
  1001. <Sound Sound="JAP_WaveforceBattery_WeaponChargeLight2ndToLast" ExcludedMC="FIRING_OR_RELOADING_A" Animation="JBBaseDefenseAdvanced_FX" Frame="60" />
  1002. <Sound Sound="JAP_WaveforceBattery_WeaponChargeLightLast" ExcludedMC="FIRING_OR_RELOADING_A" Animation="JBBaseDefenseAdvanced_FX" Frame="71" />
  1003. </AnimationSoundClientBehavior>
  1004. </ClientBehaviors>
  1005. <AudioArrayVoice>
  1006. <AudioEntry Sound="JAP_WaveForceBattery_Select" AudioType="voiceSelect" />
  1007. </AudioArrayVoice>
  1008. <AudioArraySound>
  1009. <AudioEntry Sound="JAP_Nanocore_DeployLoop" AudioType="soundUnderConstruction" />
  1010. <!--
  1011. <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
  1012. <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
  1013. -->
  1014. </AudioArraySound>
  1015. <VisionInfo
  1016. VisionRange="360"
  1017. ShroudClearingRange="500" />
  1018. </GameObject>
  1019. </AssetDeclaration>