JapanSuperWeaponAdvanced.xml 31 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027
  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 type="all" source="DATA:GlobalData/GlobalDefines.xml" />
  6. <Include
  7. type="all"
  8. source="ART:JBSuperweaponAdvanced_SKN.w3x" />
  9. <Include
  10. type="all"
  11. source="ART:JBSuperweaponAdvanced_FX.w3x" />
  12. <Include
  13. type="all"
  14. source="ART:JBSuperweaponAdvanced_IDLA.w3x" />
  15. <Include
  16. type="all"
  17. source="ART:JBSuperweaponAdvanced_IDLB.w3x" />
  18. <Include
  19. type="all"
  20. source="ART:JBSuperweaponAdvanced_RDY.w3x" />
  21. <Include
  22. type="all"
  23. source="ART:JBSuperweaponAdvanced_BLD.w3x" />
  24. <Include
  25. type="all"
  26. source="ART:JBSuperweaponAdvanced_BLD2.w3x" />
  27. <Include
  28. type="all"
  29. source="ART:JBSuperweaponAdvanced_Platform_SKN.w3x" />
  30. <Include
  31. type="all"
  32. source="ART:JBSuperweaponAdvanced_Platform_BLD.w3x" />
  33. <!-- Base Object -->
  34. <Include
  35. type="instance"
  36. source="DATA:BaseObjects/BaseStructure.xml" />
  37. </Includes>
  38. <GameObject
  39. id="JapanSuperWeaponAdvanced"
  40. inheritFrom="BaseStructure"
  41. ButtonImage="Button_JapanSuperWeaponAdv"
  42. SelectPortrait="Portrait_JapanSuperWeaponAdv"
  43. Side="Japan"
  44. EditorSorting="STRUCTURE"
  45. BuildTime="30"
  46. HealthBoxHeightOffset="30"
  47. EnergyProduction="-75"
  48. CommandSet="JapanSuperWeaponAdvancedCommandSet"
  49. KindOf="+POWERED +REVEAL_TO_ALL +UNIQUE_UNIT +SUPER_WEAPON +ACTIVATE_AFTER_UNPACK"
  50. RadarPriority="STRUCTURE"
  51. PlacementViewAngle="225d"
  52. ProductionQueueType="OTHER_STRUCTURE"
  53. BuildPlacementTypeFlag="OTHER_STRUCTURE"
  54. EditorName="JapanSuperWeaponAdvanced"
  55. Description="Desc:JapanSuperWeaponAdvanced"
  56. TypeDescription="Type:JapanSuperWeaponAdvanced"
  57. MaxSimultaneousOfType="1">
  58. <DisplayName
  59. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanSuperWeaponAdvanced</DisplayName>
  60. <GameDependency>
  61. <RequiredObject>JapanConstructionYard</RequiredObject>
  62. </GameDependency>
  63. <ObjectResourceInfo>
  64. <BuildCost Account="=$ACCOUNT_ORE" Amount="4000"/>
  65. </ObjectResourceInfo>
  66. <ArmorSet
  67. Armor="JapanAdvancedSuperWeaponArmor"
  68. DamageFX="FactionStructureDamageFX" />
  69. <SkirmishAIInformation
  70. BaseBuildingLocation="CENTER">
  71. <ConstructionBaseSelectionCriteria
  72. ExcludedBaseTypes="NO_BUILD_RADIUS CAPTURED"
  73. PreferredBaseTypes="MAIN_BASE"
  74. SortOrder="PREFER_OLDEST" />
  75. </SkirmishAIInformation>
  76. <Draws>
  77. <ScriptedModelDraw
  78. id="ModuleTag_Draw"
  79. OkToChangeModelColor="true"
  80. 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 BONE_CONTACT_POINT_07 BONE_CONTACT_POINT_08">
  81. <ModelConditionState
  82. ParseCondStateType="PARSE_DEFAULT">
  83. <Model
  84. Name="JBSuperweaponAdvanced_SKN" />
  85. </ModelConditionState>
  86. <ModelConditionState
  87. ParseCondStateType="PARSE_NORMAL"
  88. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  89. <Model
  90. Name="JBSuperweaponAdvanced_SKN" />
  91. <Material ShaderName="ObjectsGeneric.fx" TechniqueName="Default">
  92. <Constants>
  93. <Texture Name="DiffuseTexture">
  94. <Value>JBSuperweaponAdvanced</Value>
  95. </Texture>
  96. <Texture Name="NormalMap">
  97. <Value>JBSuperweaponAdvanced_NRM</Value>
  98. </Texture>
  99. <Texture Name="SpecMap">
  100. <Value>JBSuperweaponAdvanced_SPM</Value>
  101. </Texture>
  102. <Float Name="BumpScale">
  103. <Value>1.000000</Value>
  104. </Float>
  105. <Float Name="AmbientColor">
  106. <Value>0.400000</Value>
  107. <Value>0.400000</Value>
  108. <Value>0.400000</Value>
  109. </Float>
  110. <Float Name="DiffuseColor">
  111. <Value>1.000000</Value>
  112. <Value>1.000000</Value>
  113. <Value>1.000000</Value>
  114. <Value>1.000000</Value>
  115. </Float>
  116. <Float Name="SpecularColor">
  117. <Value>0.800000</Value>
  118. <Value>0.800000</Value>
  119. <Value>0.800000</Value>
  120. </Float>
  121. <Float Name="SpecularExponent">
  122. <Value>50.000000</Value>
  123. </Float>
  124. <Float Name="EnvMult">
  125. <Value>1.000000</Value>
  126. </Float>
  127. <Bool Name="AlphaTestEnable">
  128. <Value>false</Value>
  129. </Bool>
  130. </Constants>
  131. </Material>
  132. </ModelConditionState>
  133. <ModelConditionState
  134. ParseCondStateType="PARSE_NORMAL"
  135. ConditionsYes="STRUCTURE_UNPACKING">
  136. <Model
  137. Name="JBSuperweaponAdvanced_SKN" />
  138. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  139. <Constants>
  140. <Float Name="ColorAmbient">
  141. <Value>0.000000</Value>
  142. <Value>0.000000</Value>
  143. <Value>0.000000</Value>
  144. </Float>
  145. <Float Name="ColorDiffuse">
  146. <Value>0.000000</Value>
  147. <Value>0.000000</Value>
  148. <Value>0.000000</Value>
  149. </Float>
  150. <Float Name="ColorSpecular">
  151. <Value>0.000000</Value>
  152. <Value>0.000000</Value>
  153. <Value>0.000000</Value>
  154. </Float>
  155. <Float Name="Shininess">
  156. <Value>0.000000</Value>
  157. </Float>
  158. <Float Name="ColorEmissive">
  159. <Value>1.000000</Value>
  160. <Value>1.000000</Value>
  161. <Value>1.000000</Value>
  162. </Float>
  163. <Texture Name="Texture_0">
  164. <Value>FXJapanBuildMask</Value>
  165. </Texture>
  166. <Bool Name="DepthWriteEnable">
  167. <Value>false</Value>
  168. </Bool>
  169. <Bool Name="AlphaTestEnable">
  170. <Value>false</Value>
  171. </Bool>
  172. <Bool Name="CullingEnable">
  173. <Value>true</Value>
  174. </Bool>
  175. <Int Name="BlendMode">
  176. <Value>1</Value>
  177. </Int>
  178. </Constants>
  179. </Material>
  180. </ModelConditionState>
  181. <ModelConditionState
  182. ParseCondStateType="PARSE_NORMAL"
  183. ConditionsYes="SOLD">
  184. <Model
  185. Name="JBSuperweaponAdvanced_SKN" />
  186. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  187. <Constants>
  188. <Float Name="ColorAmbient">
  189. <Value>0.000000</Value>
  190. <Value>0.000000</Value>
  191. <Value>0.000000</Value>
  192. </Float>
  193. <Float Name="ColorDiffuse">
  194. <Value>0.000000</Value>
  195. <Value>0.000000</Value>
  196. <Value>0.000000</Value>
  197. </Float>
  198. <Float Name="ColorSpecular">
  199. <Value>0.000000</Value>
  200. <Value>0.000000</Value>
  201. <Value>0.000000</Value>
  202. </Float>
  203. <Float Name="Shininess">
  204. <Value>0.000000</Value>
  205. </Float>
  206. <Float Name="ColorEmissive">
  207. <Value>1.000000</Value>
  208. <Value>1.000000</Value>
  209. <Value>1.000000</Value>
  210. </Float>
  211. <Texture Name="Texture_0">
  212. <Value>FXJapanBuildMask</Value>
  213. </Texture>
  214. <Bool Name="DepthWriteEnable">
  215. <Value>false</Value>
  216. </Bool>
  217. <Bool Name="AlphaTestEnable">
  218. <Value>false</Value>
  219. </Bool>
  220. <Bool Name="CullingEnable">
  221. <Value>true</Value>
  222. </Bool>
  223. <Int Name="BlendMode">
  224. <Value>1</Value>
  225. </Int>
  226. </Constants>
  227. </Material>
  228. </ModelConditionState>
  229. <AnimationState
  230. ParseCondStateType="PARSE_DEFAULT"
  231. StateName="STATE_Idle">
  232. <Animation
  233. AnimationName="JBSuperweaponAdvanced_IDLA"
  234. AnimationMode="LOOP"
  235. AnimationBlendTime="0" />
  236. <Script>
  237. Prev = CurDrawablePrevAnimationState()
  238. if Prev == "STATE_Ready" then
  239. CurDrawableSetTransitionAnimState("TRANS_ReadyToIdle")
  240. end
  241. </Script>
  242. </AnimationState>
  243. <AnimationState
  244. ParseCondStateType="PARSE_NORMAL"
  245. ConditionsYes="BUILD_PLACEMENT_CURSOR"
  246. Flags="START_FRAME_LAST">
  247. <Animation
  248. AnimationName="JBSuperweaponAdvanced_BLD"
  249. AnimationMode="ONCE"
  250. AnimationBlendTime="0" />
  251. <Script>
  252. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  253. </Script>
  254. </AnimationState>
  255. <AnimationState
  256. ParseCondStateType="PARSE_NORMAL"
  257. ConditionsYes="STRUCTURE_UNPACKING">
  258. <Animation
  259. AnimationName="JBSuperweaponAdvanced_BLD2"
  260. AnimationMode="MATCH_UNPACKING"
  261. AnimationBlendTime="0" />
  262. <Script>
  263. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  264. </Script>
  265. </AnimationState>
  266. <AnimationState
  267. ParseCondStateType="PARSE_NORMAL"
  268. ConditionsYes="SOLD"
  269. Flags="START_FRAME_LAST">
  270. <Animation
  271. AnimationName="JBSuperweaponAdvanced_BLD2"
  272. AnimationMode="ONCE_BACKWARDS"
  273. AnimationAbsoluteTime="2s"/>
  274. <Script>
  275. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  276. </Script>
  277. </AnimationState>
  278. <AnimationState
  279. ParseCondStateType="PARSE_NORMAL"
  280. ConditionsYes="SPECIALPOWER1_READY"
  281. StateName="STATE_Ready">
  282. <Animation
  283. AnimationName="JBSuperweaponAdvanced_IDLB"
  284. AnimationMode="LOOP"
  285. AnimationBlendTime="0" />
  286. <Script>
  287. Prev = CurDrawablePrevAnimationState()
  288. if Prev == "STATE_Idle" then
  289. CurDrawableSetTransitionAnimState("TRANS_IdleToReady")
  290. end
  291. </Script>
  292. <ParticleSysBone
  293. BoneName="Box01"
  294. FXParticleSystemTemplate="JapanSuperReadyRays"
  295. FollowBone="true"/>
  296. </AnimationState>
  297. <AnimationState
  298. ParseCondStateType="PARSE_NORMAL"
  299. ConditionsYes="PACKING"
  300. Flags="START_FRAME_LAST">
  301. <Animation
  302. AnimationName="JBSuperweaponAdvanced_RDY"
  303. AnimationMode="ONCE_BACKWARDS"
  304. AnimationBlendTime="0" />
  305. </AnimationState>
  306. <AnimationState
  307. ParseCondStateType="PARSE_TRANSITION"
  308. StateName="TRANS_IdleToReady" >
  309. <Animation
  310. AnimationName="JBSuperweaponAdvanced_RDY"
  311. AnimationMode="ONCE" />
  312. </AnimationState>
  313. <AnimationState
  314. ParseCondStateType="PARSE_TRANSITION"
  315. StateName="TRANS_ReadyToIdle"
  316. Flags="START_FRAME_LAST">
  317. <Animation
  318. AnimationName="JBSuperweaponAdvanced_RDY"
  319. AnimationMode="ONCE_BACKWARDS" />
  320. </AnimationState>
  321. </ScriptedModelDraw>
  322. <!-- DRAW BUILD UP -->
  323. <ScriptedModelDraw
  324. id="ModuleTag_Draw_Buildup"
  325. 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"
  326. OkToChangeModelColor="true">
  327. <ModelConditionState
  328. ParseCondStateType="PARSE_DEFAULT">
  329. <Model
  330. Name="" />
  331. </ModelConditionState>
  332. <ModelConditionState
  333. ParseCondStateType="PARSE_NORMAL"
  334. ConditionsYes="STRUCTURE_UNPACKING">
  335. <Model
  336. Name="JBSuperweaponAdvanced_SKN" />
  337. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  338. <Constants>
  339. <Texture Name="DiffuseTexture">
  340. <Value>JBSuperweaponAdvanced</Value>
  341. </Texture>
  342. <Texture Name="NormalMap">
  343. <Value>JBSuperweaponAdvanced_NRM</Value>
  344. </Texture>
  345. <Texture Name="SpecMap">
  346. <Value>JBSuperweaponAdvanced_SPM</Value>
  347. </Texture>
  348. <Float Name="EnvMult">
  349. <Value>1.000000</Value>
  350. </Float>
  351. <Bool Name="AlphaTestEnable">
  352. <Value>true</Value>
  353. </Bool>
  354. </Constants>
  355. </Material>
  356. </ModelConditionState>
  357. <ModelConditionState
  358. ParseCondStateType="PARSE_NORMAL"
  359. ConditionsYes="SOLD">
  360. <Model
  361. Name="JBSuperweaponAdvanced_SKN" />
  362. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  363. <Constants>
  364. <Texture Name="DiffuseTexture">
  365. <Value>JBSuperweaponAdvanced</Value>
  366. </Texture>
  367. <Texture Name="NormalMap">
  368. <Value>JBSuperweaponAdvanced_NRM</Value>
  369. </Texture>
  370. <Texture Name="SpecMap">
  371. <Value>JBSuperweaponAdvanced_SPM</Value>
  372. </Texture>
  373. <Float Name="EnvMult">
  374. <Value>1.000000</Value>
  375. </Float>
  376. <Bool Name="AlphaTestEnable">
  377. <Value>true</Value>
  378. </Bool>
  379. </Constants>
  380. </Material>
  381. </ModelConditionState>
  382. <AnimationState
  383. ParseCondStateType="PARSE_DEFAULT">
  384. </AnimationState>
  385. <AnimationState
  386. ParseCondStateType="PARSE_NORMAL"
  387. ConditionsYes="STRUCTURE_UNPACKING">
  388. <Animation
  389. AnimationName="JBSuperweaponAdvanced_BLD"
  390. AnimationMode="MATCH_UNPACKING"
  391. AnimationBlendTime="0" />
  392. <Script>
  393. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  394. </Script>
  395. </AnimationState>
  396. <AnimationState
  397. ParseCondStateType="PARSE_NORMAL"
  398. ConditionsYes="SOLD"
  399. Flags="START_FRAME_LAST">
  400. <Animation
  401. AnimationName="JBSuperweaponAdvanced_BLD"
  402. AnimationMode="ONCE_BACKWARDS"
  403. AnimationAbsoluteTime="2s"/>
  404. <Script>
  405. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  406. </Script>
  407. </AnimationState>
  408. </ScriptedModelDraw>
  409. <!-- DRAW PLATFORM -->
  410. <ScriptedModelDraw
  411. id="ModuleTag_Draw_Platform"
  412. OkToChangeModelColor="true">
  413. <ModelConditionState
  414. ParseCondStateType="PARSE_DEFAULT">
  415. <Model
  416. Name="JBSuperweaponAdvanced_Platform_SKN" />
  417. </ModelConditionState>
  418. <ModelConditionState
  419. ParseCondStateType="PARSE_NORMAL"
  420. ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
  421. <Model
  422. Name="JBSuperweaponAdvanced_Platform_SKN" />
  423. <!-- particle system template not found
  424. <ParticleSysBone
  425. BoneName="None"
  426. FXParticleSystemTemplate="JBSuperweaponAdvancedWakeSplash"
  427. FollowBone="true" />
  428. -->
  429. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  430. <Constants>
  431. <Float Name="ColorAmbient">
  432. <Value>0.000000</Value>
  433. <Value>0.000000</Value>
  434. <Value>0.000000</Value>
  435. </Float>
  436. <Float Name="ColorDiffuse">
  437. <Value>0.000000</Value>
  438. <Value>0.000000</Value>
  439. <Value>0.000000</Value>
  440. </Float>
  441. <Float Name="ColorSpecular">
  442. <Value>0.000000</Value>
  443. <Value>0.000000</Value>
  444. <Value>0.000000</Value>
  445. </Float>
  446. <Float Name="Shininess">
  447. <Value>1.000000</Value>
  448. </Float>
  449. <Float Name="ColorEmissive">
  450. <Value>1.000000</Value>
  451. <Value>1.000000</Value>
  452. <Value>1.000000</Value>
  453. </Float>
  454. <Texture Name="Texture_0">
  455. <Value>FXJapanBuildMask</Value>
  456. </Texture>
  457. <Bool Name="DepthWriteEnable">
  458. <Value>true</Value>
  459. </Bool>
  460. <Bool Name="AlphaTestEnable">
  461. <Value>true</Value>
  462. </Bool>
  463. <Bool Name="CullingEnable">
  464. <Value>true</Value>
  465. </Bool>
  466. <Int Name="BlendMode">
  467. <Value>1</Value>
  468. </Int>
  469. </Constants>
  470. </Material>
  471. </ModelConditionState>
  472. <ModelConditionState
  473. ParseCondStateType="PARSE_NORMAL"
  474. ConditionsYes="OVER_WATER SOLD">
  475. <Model
  476. Name="JBSuperweaponAdvanced_Platform_SKN" />
  477. <!-- particle system template not found
  478. <ParticleSysBone
  479. BoneName="None"
  480. FXParticleSystemTemplate="JBSuperweaponAdvancedWakeSplash"
  481. FollowBone="true" />
  482. -->
  483. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  484. <Constants>
  485. <Float Name="ColorAmbient">
  486. <Value>0.000000</Value>
  487. <Value>0.000000</Value>
  488. <Value>0.000000</Value>
  489. </Float>
  490. <Float Name="ColorDiffuse">
  491. <Value>0.000000</Value>
  492. <Value>0.000000</Value>
  493. <Value>0.000000</Value>
  494. </Float>
  495. <Float Name="ColorSpecular">
  496. <Value>0.000000</Value>
  497. <Value>0.000000</Value>
  498. <Value>0.000000</Value>
  499. </Float>
  500. <Float Name="Shininess">
  501. <Value>1.000000</Value>
  502. </Float>
  503. <Float Name="ColorEmissive">
  504. <Value>1.000000</Value>
  505. <Value>1.000000</Value>
  506. <Value>1.000000</Value>
  507. </Float>
  508. <Texture Name="Texture_0">
  509. <Value>FXJapanBuildMask</Value>
  510. </Texture>
  511. <Bool Name="DepthWriteEnable">
  512. <Value>true</Value>
  513. </Bool>
  514. <Bool Name="AlphaTestEnable">
  515. <Value>true</Value>
  516. </Bool>
  517. <Bool Name="CullingEnable">
  518. <Value>true</Value>
  519. </Bool>
  520. <Int Name="BlendMode">
  521. <Value>1</Value>
  522. </Int>
  523. </Constants>
  524. </Material>
  525. </ModelConditionState>
  526. <AnimationState
  527. ParseCondStateType="PARSE_DEFAULT">
  528. <Script>
  529. CurDrawableShowSubObjectPermanently("Bib")
  530. CurDrawableHideSubObjectPermanently("Platform")
  531. CurDrawableHideSubObjectPermanently("Platform_FX")
  532. </Script>
  533. </AnimationState>
  534. <AnimationState
  535. ParseCondStateType="PARSE_NORMAL"
  536. ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
  537. <Animation
  538. AnimationName="JBSuperweaponAdvanced_Platform_BLD"
  539. AnimationMode="MATCH_UNPACKING" />
  540. <Script>
  541. CurDrawableHideSubObjectPermanently("Bib")
  542. CurDrawableShowSubObjectPermanently("Platform")
  543. CurDrawableShowSubObjectPermanently("Platform_FX")
  544. </Script>
  545. <ParticleSysBone
  546. BoneName="None"
  547. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  548. FollowBone="true" />
  549. <ParticleSysBone
  550. BoneName="None"
  551. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  552. FollowBone="true" />
  553. </AnimationState>
  554. <AnimationState
  555. ParseCondStateType="PARSE_NORMAL"
  556. ConditionsYes="SOLD OVER_WATER"
  557. Flags="START_FRAME_LAST">
  558. <Animation
  559. AnimationName="JBSuperweaponAdvanced_Platform_BLD"
  560. AnimationMode="ONCE_BACKWARDS"
  561. AnimationAbsoluteTime="2s"/>
  562. <Script>
  563. CurDrawableHideSubObjectPermanently("Bib")
  564. CurDrawableShowSubObjectPermanently("Platform")
  565. CurDrawableShowSubObjectPermanently("Platform_FX")
  566. </Script>
  567. </AnimationState>
  568. <AnimationState
  569. ParseCondStateType="PARSE_NORMAL"
  570. ConditionsYes="OVER_WATER">
  571. <Script>
  572. CurDrawableShowSubObjectPermanently("Platform")
  573. CurDrawableShowSubObjectPermanently("Platform_FX")
  574. CurDrawableHideSubObjectPermanently("Bib")
  575. </Script>
  576. </AnimationState>
  577. </ScriptedModelDraw>
  578. <!-- DRAW BUILD UP PLATFORM -->
  579. <ScriptedModelDraw
  580. id="ModuleTag_Draw_Platform_Buildup"
  581. OkToChangeModelColor="true">
  582. <ModelConditionState
  583. ParseCondStateType="PARSE_DEFAULT">
  584. <Model
  585. Name="" />
  586. </ModelConditionState>
  587. <ModelConditionState
  588. ParseCondStateType="PARSE_NORMAL"
  589. ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
  590. <Model
  591. Name="JBSuperweaponAdvanced_Platform_SKN" />
  592. <!-- particle system template not found
  593. <ParticleSysBone
  594. BoneName="None"
  595. FXParticleSystemTemplate="JBSuperweaponAdvancedWakeSplash"
  596. FollowBone="true" />
  597. -->
  598. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  599. <Constants>
  600. <Texture Name="DiffuseTexture">
  601. <Value>JBPlatform</Value>
  602. </Texture>
  603. <Texture Name="NormalMap">
  604. <Value>JBPlatform_NRM</Value>
  605. </Texture>
  606. <Texture Name="SpecMap">
  607. <Value>JBPlatform_SPM</Value>
  608. </Texture>
  609. <Float Name="EnvMult">
  610. <Value>1.000000</Value>
  611. </Float>
  612. <Bool Name="AlphaTestEnable">
  613. <Value>true</Value>
  614. </Bool>
  615. </Constants>
  616. </Material>
  617. </ModelConditionState>
  618. <ModelConditionState
  619. ParseCondStateType="PARSE_NORMAL"
  620. ConditionsYes="OVER_WATER SOLD">
  621. <Model
  622. Name="JBSuperweaponAdvanced_Platform_SKN" />
  623. <!-- particle system template not found
  624. <ParticleSysBone
  625. BoneName="None"
  626. FXParticleSystemTemplate="JBSuperweaponAdvancedWakeSplash"
  627. FollowBone="true" />
  628. -->
  629. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  630. <Constants>
  631. <Texture Name="DiffuseTexture">
  632. <Value>JBPlatform</Value>
  633. </Texture>
  634. <Texture Name="NormalMap">
  635. <Value>JBPlatform_NRM</Value>
  636. </Texture>
  637. <Texture Name="SpecMap">
  638. <Value>JBPlatform_SPM</Value>
  639. </Texture>
  640. <Float Name="EnvMult">
  641. <Value>1.000000</Value>
  642. </Float>
  643. <Bool Name="AlphaTestEnable">
  644. <Value>true</Value>
  645. </Bool>
  646. </Constants>
  647. </Material>
  648. </ModelConditionState>
  649. <AnimationState
  650. ParseCondStateType="PARSE_DEFAULT">
  651. <Script>
  652. CurDrawableShowSubObjectPermanently("Bib")
  653. CurDrawableHideSubObjectPermanently("Platform")
  654. CurDrawableHideSubObjectPermanently("Platform_FX")
  655. </Script>
  656. </AnimationState>
  657. <AnimationState
  658. ParseCondStateType="PARSE_NORMAL"
  659. ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
  660. <Animation
  661. AnimationName="JBSuperweaponAdvanced_Platform_BLD"
  662. AnimationMode="MATCH_UNPACKING" />
  663. <Script>
  664. CurDrawableHideSubObjectPermanently("Bib")
  665. CurDrawableShowSubObjectPermanently("Platform")
  666. CurDrawableShowSubObjectPermanently("Platform_FX")
  667. </Script>
  668. </AnimationState>
  669. <AnimationState
  670. ParseCondStateType="PARSE_NORMAL"
  671. ConditionsYes="SOLD OVER_WATER"
  672. Flags="START_FRAME_LAST">
  673. <Animation
  674. AnimationName="JBSuperweaponAdvanced_Platform_BLD"
  675. AnimationMode="ONCE_BACKWARDS"
  676. AnimationAbsoluteTime="2s"/>
  677. <Script>
  678. CurDrawableHideSubObjectPermanently("Bib")
  679. CurDrawableShowSubObjectPermanently("Platform")
  680. CurDrawableShowSubObjectPermanently("Platform_FX")
  681. </Script>
  682. </AnimationState>
  683. </ScriptedModelDraw>
  684. <!-- DRAW PARTICLES -->
  685. <ScriptedModelDraw
  686. id="ModuleTag_Draw_FX"
  687. OkToChangeModelColor="true">
  688. <ModelConditionState
  689. ParseCondStateType="PARSE_DEFAULT">
  690. <Model
  691. Name="JBSuperweaponAdvanced_FX" />
  692. </ModelConditionState>
  693. <ModelConditionState
  694. ParseCondStateType="PARSE_NORMAL"
  695. ConditionsYes="DAMAGED">
  696. <Model
  697. Name="JBSuperweaponAdvanced_FX" />
  698. <ParticleSysBone
  699. BoneName="FX_BONE01"
  700. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  701. FollowBone="true" />
  702. <ParticleSysBone
  703. BoneName="FX_BONE01"
  704. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  705. FollowBone="true" />
  706. <ParticleSysBone
  707. BoneName="FX_BONE01"
  708. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  709. FollowBone="true" />
  710. </ModelConditionState>
  711. <ModelConditionState
  712. ParseCondStateType="PARSE_NORMAL"
  713. ConditionsYes="REALLYDAMAGED">
  714. <Model
  715. Name="JBSuperweaponAdvanced_FX" />
  716. <ParticleSysBone
  717. BoneName="FX_BONE01"
  718. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  719. FollowBone="true" />
  720. <ParticleSysBone
  721. BoneName="FX_BONE01"
  722. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  723. FollowBone="true" />
  724. <ParticleSysBone
  725. BoneName="FX_BONE01"
  726. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  727. FollowBone="true" />
  728. <ParticleSysBone
  729. BoneName="FX_BONE02"
  730. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  731. FollowBone="true" />
  732. <ParticleSysBone
  733. BoneName="FX_BONE02"
  734. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  735. FollowBone="true" />
  736. <ParticleSysBone
  737. BoneName="FX_BONE02"
  738. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  739. FollowBone="true" />
  740. <ParticleSysBone
  741. BoneName="FX_BONE03"
  742. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  743. FollowBone="true" />
  744. <ParticleSysBone
  745. BoneName="FX_BONE03"
  746. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  747. FollowBone="true" />
  748. <ParticleSysBone
  749. BoneName="FX_BONE03"
  750. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  751. FollowBone="true" />
  752. </ModelConditionState>
  753. </ScriptedModelDraw>
  754. <!-- draw for Egg unpacking -->
  755. <ScriptedModelDraw
  756. id="ModuleTag_DrawEGG"
  757. OkToChangeModelColor="true"
  758. StaticModelLODMode="true">
  759. <ModelConditionState
  760. ParseCondStateType="PARSE_DEFAULT">
  761. <Model
  762. Name="" />
  763. </ModelConditionState>
  764. <ModelConditionState
  765. ParseCondStateType="PARSE_NORMAL"
  766. ConditionsYes="STRUCTURE_UNPACKING">
  767. <Model
  768. Name="JUEgg_Unpack" />
  769. </ModelConditionState>
  770. <ModelConditionState
  771. ParseCondStateType="PARSE_NORMAL"
  772. ConditionsYes="SOLD">
  773. <Model
  774. Name="" />
  775. </ModelConditionState>
  776. <AnimationState
  777. ParseCondStateType="PARSE_DEFAULT">
  778. </AnimationState>
  779. <AnimationState
  780. ParseCondStateType="PARSE_NORMAL"
  781. ConditionsYes="STRUCTURE_UNPACKING">
  782. <Animation
  783. AnimationName="JUEgg_Unpack"
  784. AnimationMode="ONCE" />
  785. </AnimationState>
  786. </ScriptedModelDraw>
  787. </Draws>
  788. <Behaviors>
  789. <Physics
  790. id="ModuleTag_Physics"/>
  791. <BuildingDestructionBehavior
  792. id="ModuleTag_BuildingDestruction">
  793. <DieMuxData
  794. DeathTypes="ALL" />
  795. <Item
  796. BonePrefix="BONE_CONTACT_POINT_"
  797. FX="JapanStructureHit"
  798. CreationObject="AlliedBarracks_Debris"
  799. FlingVelocity="100.0"/>
  800. </BuildingDestructionBehavior>
  801. <FXListBehavior
  802. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
  803. <DieMuxData
  804. DeathTypes="ALL"
  805. DeathTypesForbidden="SUICIDED" />
  806. <Event
  807. Index="onDeath"
  808. FX="FX_YU_Hotel02_Explode" />
  809. <Event
  810. Index="onDeath"
  811. FX="FX_LargeBuildingDieExplosionRumble" />
  812. </FXListBehavior>
  813. <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
  814. <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUICIDED" />
  815. <Event Index="onDeath" FX="FX_LargeBuildingDieExplosion" />
  816. </FXListBehavior>
  817. <CreateObjectDie
  818. id="ModuleTag_CreateObjectDie"
  819. CreationList="JBSuperWeaponAdvanced_Die_OCL">
  820. <DieMuxData
  821. DeathTypes="ALL"
  822. DeathTypesForbidden="SUICIDED"
  823. ExemptStatus="OVER_WATER" />
  824. </CreateObjectDie>
  825. <CreateObjectDie
  826. id="ModuleTag_Platform_CreateObjectDie"
  827. CreationList="JBSuperWeaponAdvanced_Platform_Die_OCL">
  828. <DieMuxData
  829. DeathTypes="ALL"
  830. DeathTypesForbidden="SUICIDED"
  831. RequiredStatus="OVER_WATER" />
  832. </CreateObjectDie>
  833. <DestroyDie
  834. id="ModuleTag_Die">
  835. <DieMuxData
  836. DeathTypes="ALL"
  837. DeathTypesForbidden="SUICIDED" />
  838. </DestroyDie>
  839. <BuildingBehavior
  840. id="ModuleTag_BuildingBehavior"
  841. NightWindowObject="LIGHT_01" />
  842. <StructureUnpackUpdate
  843. id="ModuleTag_StructureUnpack"
  844. UnpackTime="26s"
  845. OffsetHeightAboveWater="10.0" />
  846. <OCLSpecialPower
  847. id="ModuleTag_OCL_SpecialPower_TelekineticProjectorDevice"
  848. SpecialPowerTemplate="SpecialPowerTelekineticProjectorDevice"
  849. OCL="OCL_TelekineticProjectorDevice"
  850. CreateLocation="CREATE_AT_LOCATION"
  851. AvailableAtStart="false"
  852. CanAffectObjectFilter="GenericAllObjectSpecialPowerObjectFilter"/>
  853. <!--Monitors when this special power template is ready to fire and sets a model condition-->
  854. <MonitorSpecialPowerTimerUpdate
  855. id="ModuleTag_TelekineticProjectorDeviceReadyToFireUpdate"
  856. SpecialPowerTemplate="SpecialPowerTelekineticProjectorDevice"
  857. ReadyCondition="SPECIALPOWER1_READY"
  858. />
  859. <!--
  860. <WeaponFireSpecialAbilityUpdate
  861. id="ModuleTag_IonCannonUpdate"
  862. SpecialPowerTemplate="SpecialPowerIonCannonControlIonCannon"
  863. SpecialWeapon="IonCannonWeapon"
  864. UnpackTime="0s"
  865. PackTime="3s"
  866. WhichSpecialWeapon="1"
  867. />
  868. -->
  869. <!--Monitors when this special power template is ready to fire and sets a model condition-->
  870. <!-- <MonitorSpecialPowerTimerUpdate
  871. id="ModuleTag_IonCannonReadyToFireUpdate"
  872. SpecialPowerTemplate="SpecialPowerIonCannonControlIonCannon"
  873. ReadyCondition="SPECIALPOWER1_READY"
  874. />
  875. -->
  876. <xi:include
  877. href="DATA:Includes/GenericBuildingRepair.xml" />
  878. <xi:include
  879. href="DATA:Includes/GenericEngineerContain.xml" />
  880. <xi:include
  881. href="DATA:Includes/GenericJapanBuildingDestruction.xml" />
  882. <xi:include
  883. href="DATA:Includes/GenericJapanBuildingSuicide.xml" />
  884. <xi:include
  885. href="DATA:Includes/InfiltratorContainSuperWeapon.xml" />
  886. </Behaviors>
  887. <AI>
  888. <AIUpdate
  889. id="ModuleTag_AI"
  890. StateMachine="StructureAIStateMachine"/>
  891. </AI>
  892. <Body>
  893. <ActiveBody
  894. id="ModuleTag_Body"
  895. MaxHealth="4000.0" />
  896. </Body>
  897. <ClientUpdates>
  898. <EvaAnnounceSpecialPowerReadyClientUpdate
  899. id="TelekineticProjectorReady"
  900. AnnouncementEventOwner="PsionicDecimatorReady"
  901. SpecialPowerTemplate="SpecialPowerTelekineticProjectorDevice"
  902. JustMonitorPercentReady="true"
  903. />
  904. <EvaAnnounceClientCreate
  905. id="TelekineticProjectorDetected"
  906. AnnouncementEventEnemy="WarnPsionicDecimatorDetected"
  907. UseObjectsPosition="true" />
  908. <!-- AnnouncementEventAlly="AlliedIonCannonDetected" -->
  909. </ClientUpdates>
  910. <Geometry
  911. IsSmall="false">
  912. <PlacementShape
  913. Type= "BOX"
  914. MajorRadius = "60.0"
  915. MinorRadius = "60.0"
  916. Height = "5.0" />
  917. <Shape
  918. Type= "BOX"
  919. MajorRadius = "9.918"
  920. MinorRadius = "55.0"
  921. Height = "12.516"
  922. ContactPointGeneration = "STRUCTURE" >
  923. <Offset
  924. x = "0.0"
  925. y = "0.0"
  926. z = "0.0" />
  927. </Shape>
  928. <Shape
  929. Type= "BOX"
  930. MajorRadius = "55.0"
  931. MinorRadius = "10.0"
  932. Height = "12.516"
  933. ContactPointGeneration = "STRUCTURE" >
  934. <Offset
  935. x = "0.0"
  936. y = "23.7228"
  937. z = "0.0" />
  938. </Shape>
  939. <Shape
  940. Type= "BOX"
  941. MajorRadius = "17.5"
  942. MinorRadius = "17.5"
  943. Height = "29.0371"
  944. ContactPointGeneration = "STRUCTURE" >
  945. <Offset
  946. x = "0.0"
  947. y = "0.0"
  948. z = "0.0" />
  949. </Shape>
  950. <Shape
  951. Type= "BOX"
  952. MajorRadius = "55.0"
  953. MinorRadius = "10.0"
  954. Height = "12.516"
  955. ContactPointGeneration = "STRUCTURE" >
  956. <Offset
  957. x = "0.0"
  958. y = "-23.7886"
  959. z = "0.0" />
  960. </Shape>
  961. <Shape
  962. Type= "BOX"
  963. MajorRadius = "31.35"
  964. MinorRadius = "15.0"
  965. Height = "12.516"
  966. ContactPointGeneration = "STRUCTURE" >
  967. <Offset
  968. x = "0.0"
  969. y = "0.0"
  970. z = "0.0" />
  971. </Shape>
  972. </Geometry>
  973. <ClientBehaviors>
  974. <ModelConditionAudioLoopClientBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_StructureConstructionAudio">
  975. <ModelConditionSound
  976. Sound="JAP_Nanocore_DeployStructureLand"
  977. RequiredFlags="STRUCTURE_UNPACKING"
  978. ExcludedFlags="OVER_WATER"/>
  979. <ModelConditionSound
  980. Sound="JAP_Nanocore_DeployStructureWaterMS"
  981. RequiredFlags="STRUCTURE_UNPACKING OVER_WATER"/>
  982. </ModelConditionAudioLoopClientBehavior>
  983. <ModelConditionAudioLoopClientBehavior id="ModuleTag_SuperWeaponReady">
  984. <ModelConditionSound Sound="JAP_PsionicDecimator_Ready" RequiredFlags="SPECIALPOWER1_READY" />
  985. </ModelConditionAudioLoopClientBehavior>
  986. </ClientBehaviors>
  987. <AudioArrayVoice>
  988. <AudioEntry Sound="JAP_PsionicDecimator_SelectMS" AudioType="voiceSelect" />
  989. </AudioArrayVoice>
  990. <AudioArraySound>
  991. <AudioEntry Sound="JAP_Nanocore_DeployLoop" AudioType="soundUnderConstruction" />
  992. <!--
  993. <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
  994. <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
  995. -->
  996. </AudioArraySound>
  997. <VisionInfo
  998. VisionRange="100"
  999. ShroudClearingRange="100" />
  1000. <ProjectedBuildabilityInfo
  1001. Radius="90"
  1002. BuildPlacementTypes="OTHER_STRUCTURE" />
  1003. </GameObject>
  1004. </AssetDeclaration>