JapanWarFactory.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 type="all" source="DATA:GlobalData/GlobalDefines.xml" />
  6. <Include
  7. type="all"
  8. source="DATA:GlobalData/GlobalDefines.xml" />
  9. <Include
  10. type="all"
  11. source="ART:JBWarFactory_SKN.w3x" />
  12. <Include
  13. type="all"
  14. source="ART:JBWarFactory_BLD.w3x" />
  15. <Include
  16. type="all"
  17. source="ART:JBWarFactory_BLD2.w3x" />
  18. <Include
  19. type="all"
  20. source="ART:JBWarFactory_DOOR_SKN.w3x" />
  21. <Include
  22. type="all"
  23. source="ART:JBWarFactory_DOOR_OPN.w3x" />
  24. <Include
  25. type="all"
  26. source="ART:JBWarFactory_DOOR_BLD.w3x" />
  27. <Include
  28. type="all"
  29. source="ART:JBWarFactory_ARM_SKN.w3x" />
  30. <Include
  31. type="all"
  32. source="ART:JBWarFactory_ARM_IDLA.w3x" />
  33. <Include
  34. type="all"
  35. source="ART:JBWarFactory_UPGRADE.w3x" />
  36. <Include
  37. type="all"
  38. source="ART:JBWarFactory_LIGHTS.w3x" />
  39. <Include
  40. type="all"
  41. source="ART:JBWarFactory_FX.w3x" />
  42. <Include
  43. type="all"
  44. source="ART:FXInvisBone.w3x" />
  45. <Include
  46. type="all"
  47. source="ART:Decal_Rig_CO.xml" />
  48. <!-- Base Object -->
  49. <Include
  50. type="instance"
  51. source="DATA:BaseObjects/BaseStructure.xml" />
  52. </Includes>
  53. <GameObject
  54. id="JapanWarFactory"
  55. inheritFrom="BaseStructure"
  56. SelectPortrait="Portrait_JapanWarFactory"
  57. ButtonImage="Button_JapanWarFactory"
  58. Side="Japan"
  59. EditorSorting="STRUCTURE"
  60. BuildTime="20"
  61. HealthBoxHeightOffset="30"
  62. EnergyProduction="-50"
  63. CommandSet="JapanWarFactoryCommandSet"
  64. KindOf="-CAN_BUILD_ON_WATER -CAN_BUILD_ON_DEEP_WATER +FS_FACTORY +AUTO_RALLYPOINT +FS_WAR_FACTORY +ACTIVATE_AFTER_UNPACK"
  65. RadarPriority="STRUCTURE"
  66. PlacementViewAngle="-45d"
  67. ThreatLevel="1.0"
  68. ProductionQueueType="MAIN_STRUCTURE"
  69. BuildPlacementTypeFlag="MAIN_STRUCTURE"
  70. EditorName="JapanWarFactory"
  71. Description="Desc:JapanWarFactory"
  72. TypeDescription="Type:JapanWarFactory">
  73. <DisplayName
  74. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanWarFactory</DisplayName>
  75. <GameDependency>
  76. <RequiredObject>JapanPowerPlant</RequiredObject>
  77. <RequiredObject>JapanRefinery</RequiredObject>
  78. </GameDependency>
  79. <ObjectResourceInfo>
  80. <BuildCost Account="=$ACCOUNT_ORE" Amount="2000"/>
  81. </ObjectResourceInfo>
  82. <ArmorSet
  83. Armor="JapanWarFactoryArmor"
  84. DamageFX="FactionStructureDamageFX" />
  85. <SkirmishAIInformation
  86. BaseBuildingLocation="FRONT">
  87. <ConstructionBaseSelectionCriteria
  88. ExcludedBaseTypes="NO_BUILD_RADIUS CAPTURED"/>
  89. </SkirmishAIInformation>
  90. <Draws>
  91. <ScriptedModelDraw
  92. id="ModuleTag_Draw"
  93. OkToChangeModelColor="true"
  94. StaticModelLODMode="true"
  95. 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">
  96. <ModelConditionState
  97. ParseCondStateType="PARSE_DEFAULT">
  98. <Model
  99. Name="JBWarFactory_SKN" />
  100. </ModelConditionState>
  101. <ModelConditionState
  102. ParseCondStateType="PARSE_NORMAL"
  103. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  104. <Model
  105. Name="JBWarFactory_SKN" />
  106. <Material ShaderName="ObjectsGeneric.fx" TechniqueName="Default">
  107. <Constants>
  108. <Texture Name="DiffuseTexture">
  109. <Value>JBWarFactory</Value>
  110. </Texture>
  111. <Texture Name="NormalMap">
  112. <Value>JBWarFactory_NRM</Value>
  113. </Texture>
  114. <Texture Name="SpecMap">
  115. <Value>JBWarFactory_SPM</Value>
  116. </Texture>
  117. <Float Name="BumpScale">
  118. <Value>1.000000</Value>
  119. </Float>
  120. <Float Name="AmbientColor">
  121. <Value>0.400000</Value>
  122. <Value>0.400000</Value>
  123. <Value>0.400000</Value>
  124. </Float>
  125. <Float Name="DiffuseColor">
  126. <Value>1.000000</Value>
  127. <Value>1.000000</Value>
  128. <Value>1.000000</Value>
  129. <Value>1.000000</Value>
  130. </Float>
  131. <Float Name="SpecularColor">
  132. <Value>0.800000</Value>
  133. <Value>0.800000</Value>
  134. <Value>0.800000</Value>
  135. </Float>
  136. <Float Name="SpecularExponent">
  137. <Value>50.000000</Value>
  138. </Float>
  139. <Float Name="EnvMult">
  140. <Value>1.000000</Value>
  141. </Float>
  142. <Bool Name="AlphaTestEnable">
  143. <Value>false</Value>
  144. </Bool>
  145. </Constants>
  146. </Material>
  147. </ModelConditionState>
  148. <ModelConditionState
  149. ParseCondStateType="PARSE_NORMAL"
  150. ConditionsYes="STRUCTURE_UNPACKING">
  151. <Model
  152. Name="JBWarFactory_SKN" />
  153. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  154. <Constants>
  155. <Float Name="ColorAmbient">
  156. <Value>0.000000</Value>
  157. <Value>0.000000</Value>
  158. <Value>0.000000</Value>
  159. </Float>
  160. <Float Name="ColorDiffuse">
  161. <Value>0.000000</Value>
  162. <Value>0.000000</Value>
  163. <Value>0.000000</Value>
  164. </Float>
  165. <Float Name="ColorSpecular">
  166. <Value>0.000000</Value>
  167. <Value>0.000000</Value>
  168. <Value>0.000000</Value>
  169. </Float>
  170. <Float Name="Shininess">
  171. <Value>0.000000</Value>
  172. </Float>
  173. <Float Name="ColorEmissive">
  174. <Value>1.000000</Value>
  175. <Value>1.000000</Value>
  176. <Value>1.000000</Value>
  177. </Float>
  178. <Texture Name="Texture_0">
  179. <Value>FXJapanBuildMask</Value>
  180. </Texture>
  181. <Bool Name="DepthWriteEnable">
  182. <Value>false</Value>
  183. </Bool>
  184. <Bool Name="AlphaTestEnable">
  185. <Value>false</Value>
  186. </Bool>
  187. <Bool Name="CullingEnable">
  188. <Value>true</Value>
  189. </Bool>
  190. <Int Name="BlendMode">
  191. <Value>1</Value>
  192. </Int>
  193. </Constants>
  194. </Material>
  195. </ModelConditionState>
  196. <ModelConditionState
  197. ParseCondStateType="PARSE_NORMAL"
  198. ConditionsYes="SOLD">
  199. <Model
  200. Name="JBWarFactory_SKN" />
  201. <Material ShaderName="BasicW3DHolographic.fx" TechniqueName="Default">
  202. <Constants>
  203. <Float Name="ColorAmbient">
  204. <Value>0.000000</Value>
  205. <Value>0.000000</Value>
  206. <Value>0.000000</Value>
  207. </Float>
  208. <Float Name="ColorDiffuse">
  209. <Value>0.000000</Value>
  210. <Value>0.000000</Value>
  211. <Value>0.000000</Value>
  212. </Float>
  213. <Float Name="ColorSpecular">
  214. <Value>0.000000</Value>
  215. <Value>0.000000</Value>
  216. <Value>0.000000</Value>
  217. </Float>
  218. <Float Name="Shininess">
  219. <Value>0.000000</Value>
  220. </Float>
  221. <Float Name="ColorEmissive">
  222. <Value>1.000000</Value>
  223. <Value>1.000000</Value>
  224. <Value>1.000000</Value>
  225. </Float>
  226. <Texture Name="Texture_0">
  227. <Value>FXJapanBuildMask</Value>
  228. </Texture>
  229. <Bool Name="DepthWriteEnable">
  230. <Value>false</Value>
  231. </Bool>
  232. <Bool Name="AlphaTestEnable">
  233. <Value>false</Value>
  234. </Bool>
  235. <Bool Name="CullingEnable">
  236. <Value>true</Value>
  237. </Bool>
  238. <Int Name="BlendMode">
  239. <Value>1</Value>
  240. </Int>
  241. </Constants>
  242. </Material>
  243. </ModelConditionState>
  244. <AnimationState
  245. ParseCondStateType="PARSE_DEFAULT">
  246. </AnimationState>
  247. <AnimationState
  248. ParseCondStateType="PARSE_NORMAL"
  249. ConditionsYes="BUILD_PLACEMENT_CURSOR"
  250. Flags="START_FRAME_LAST">
  251. <Animation
  252. AnimationName="JBWarFactory_BLD"
  253. AnimationMode="ONCE"
  254. AnimationBlendTime="0" />
  255. <Script>
  256. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  257. </Script>
  258. </AnimationState>
  259. <AnimationState
  260. ParseCondStateType="PARSE_NORMAL"
  261. ConditionsYes="STRUCTURE_UNPACKING">
  262. <Animation
  263. AnimationName="JBWarFactory_BLD2"
  264. AnimationMode="MATCH_UNPACKING"
  265. AnimationBlendTime="0" />
  266. <Script>
  267. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  268. </Script>
  269. </AnimationState>
  270. <AnimationState
  271. ParseCondStateType="PARSE_NORMAL"
  272. ConditionsYes="SOLD"
  273. Flags="START_FRAME_LAST">
  274. <Animation
  275. AnimationName="JBWarFactory_BLD2"
  276. AnimationMode="ONCE_BACKWARDS"
  277. AnimationAbsoluteTime="2s"/>
  278. <Script>
  279. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  280. </Script>
  281. </AnimationState>
  282. </ScriptedModelDraw>
  283. <!-- Lights-->
  284. <ScriptedModelDraw
  285. id="ModuleTag_Draw_LIGHTS"
  286. OkToChangeModelColor="true">
  287. <ModelConditionState
  288. ParseCondStateType="PARSE_DEFAULT">
  289. <Model
  290. Name="JBWarFactory_LIGHTS" />
  291. </ModelConditionState>
  292. <AnimationState
  293. ParseCondStateType="PARSE_DEFAULT">
  294. <Script>
  295. CurDrawableHideSubObjectPermanently("Glow")
  296. </Script>
  297. </AnimationState>
  298. <AnimationState
  299. ParseCondStateType="PARSE_NORMAL"
  300. ConditionsYes="AFFECTED_BY_EMP">
  301. <Script>
  302. CurDrawableHideSubObjectPermanently("Glow")
  303. </Script>
  304. </AnimationState>
  305. <AnimationState
  306. ParseCondStateType="PARSE_NORMAL"
  307. ConditionsYes="PARALYZED">
  308. <Script>
  309. CurDrawableHideSubObjectPermanently("Glow")
  310. </Script>
  311. </AnimationState>
  312. <AnimationState
  313. ParseCondStateType="PARSE_NORMAL"
  314. ConditionsYes="ACTIVELY_CONSTRUCTING">
  315. <Script>
  316. CurDrawableShowSubObjectPermanently("Glow")
  317. </Script>
  318. </AnimationState>
  319. </ScriptedModelDraw>
  320. <!-- DRAW BUILD UP -->
  321. <ScriptedModelDraw
  322. id="ModuleTag_Draw_Buildup"
  323. 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"
  324. OkToChangeModelColor="true">
  325. <ModelConditionState
  326. ParseCondStateType="PARSE_DEFAULT">
  327. <Model
  328. Name="" />
  329. </ModelConditionState>
  330. <ModelConditionState
  331. ParseCondStateType="PARSE_NORMAL"
  332. ConditionsYes="STRUCTURE_UNPACKING">
  333. <Model
  334. Name="JBWarFactory_SKN" />
  335. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  336. <Constants>
  337. <Texture Name="DiffuseTexture">
  338. <Value>JBWarFactory</Value>
  339. </Texture>
  340. <Texture Name="NormalMap">
  341. <Value>JBWarFactory_NRM</Value>
  342. </Texture>
  343. <Texture Name="SpecMap">
  344. <Value>JBWarFactory_SPM</Value>
  345. </Texture>
  346. <Float Name="EnvMult">
  347. <Value>1.000000</Value>
  348. </Float>
  349. <Bool Name="AlphaTestEnable">
  350. <Value>true</Value>
  351. </Bool>
  352. </Constants>
  353. </Material>
  354. </ModelConditionState>
  355. <ModelConditionState
  356. ParseCondStateType="PARSE_NORMAL"
  357. ConditionsYes="SOLD">
  358. <Model
  359. Name="JBWarFactory_SKN" />
  360. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  361. <Constants>
  362. <Texture Name="DiffuseTexture">
  363. <Value>JBWarFactory</Value>
  364. </Texture>
  365. <Texture Name="NormalMap">
  366. <Value>JBWarFactory_NRM</Value>
  367. </Texture>
  368. <Texture Name="SpecMap">
  369. <Value>JBWarFactory_SPM</Value>
  370. </Texture>
  371. <Float Name="EnvMult">
  372. <Value>1.000000</Value>
  373. </Float>
  374. <Bool Name="AlphaTestEnable">
  375. <Value>true</Value>
  376. </Bool>
  377. </Constants>
  378. </Material>
  379. </ModelConditionState>
  380. <AnimationState
  381. ParseCondStateType="PARSE_DEFAULT">
  382. </AnimationState>
  383. <AnimationState
  384. ParseCondStateType="PARSE_NORMAL"
  385. ConditionsYes="STRUCTURE_UNPACKING">
  386. <Animation
  387. AnimationName="JBWarFactory_BLD"
  388. AnimationMode="MATCH_UNPACKING"
  389. AnimationBlendTime="0" />
  390. <Script>
  391. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  392. </Script>
  393. </AnimationState>
  394. <AnimationState
  395. ParseCondStateType="PARSE_NORMAL"
  396. ConditionsYes="SOLD"
  397. Flags="START_FRAME_LAST">
  398. <Animation
  399. AnimationName="JBWarFactory_BLD"
  400. AnimationMode="ONCE_BACKWARDS"
  401. AnimationAbsoluteTime="2s"/>
  402. <Script>
  403. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  404. </Script>
  405. </AnimationState>
  406. </ScriptedModelDraw>
  407. <!-- DRAW DOOR01 -->
  408. <ScriptedModelDraw
  409. id="ModuleTag_Draw_Door"
  410. OkToChangeModelColor="true">
  411. <ModelConditionState
  412. ParseCondStateType="PARSE_DEFAULT">
  413. <Model
  414. Name="JBWarFactory_DOOR_SKN" />
  415. </ModelConditionState>
  416. <ModelConditionState
  417. ParseCondStateType="PARSE_NORMAL"
  418. ConditionsYes="FROZEN">
  419. <Model
  420. Name="JBWarFactory_DOOR_SKN" />
  421. <ParticleSysBone
  422. BoneName="None"
  423. FXParticleSystemTemplate="AlliedCryoFrozenMistBuildingLarge"
  424. FollowBone="true"/>
  425. <Material
  426. ShaderName="ObjectsFrozen.fx"
  427. TechniqueName="Default">
  428. <Constants>
  429. <Texture Name="DiffuseTexture">
  430. <Value>JBWarFactory</Value>
  431. </Texture>
  432. <Texture Name="NormalMap">
  433. <Value>JBWarFactory_NRM</Value>
  434. </Texture>
  435. <Texture Name="SpecMap">
  436. <Value>JBWarFactory_SPM</Value>
  437. </Texture>
  438. <Float Name="EnvMult">
  439. <Value>1.000000</Value>
  440. </Float>
  441. <Bool Name="AlphaTestEnable">
  442. <Value>false</Value>
  443. </Bool>
  444. </Constants>
  445. </Material>
  446. </ModelConditionState>
  447. <ModelConditionState
  448. ParseCondStateType="PARSE_NORMAL"
  449. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  450. <Model
  451. Name="JBWarFactory_DOOR_SKN" />
  452. <Material ShaderName="ObjectsGeneric.fx" TechniqueName="Default">
  453. <Constants>
  454. <Texture Name="DiffuseTexture">
  455. <Value>JBWarFactory</Value>
  456. </Texture>
  457. <Texture Name="NormalMap">
  458. <Value>JBWarFactory_NRM</Value>
  459. </Texture>
  460. <Texture Name="SpecMap">
  461. <Value>JBWarFactory_SPM</Value>
  462. </Texture>
  463. <Float Name="BumpScale">
  464. <Value>1.000000</Value>
  465. </Float>
  466. <Float Name="AmbientColor">
  467. <Value>0.400000</Value>
  468. <Value>0.400000</Value>
  469. <Value>0.400000</Value>
  470. </Float>
  471. <Float Name="DiffuseColor">
  472. <Value>1.000000</Value>
  473. <Value>1.000000</Value>
  474. <Value>1.000000</Value>
  475. <Value>1.000000</Value>
  476. </Float>
  477. <Float Name="SpecularColor">
  478. <Value>0.800000</Value>
  479. <Value>0.800000</Value>
  480. <Value>0.800000</Value>
  481. </Float>
  482. <Float Name="SpecularExponent">
  483. <Value>50.000000</Value>
  484. </Float>
  485. <Float Name="EnvMult">
  486. <Value>1.000000</Value>
  487. </Float>
  488. <Bool Name="AlphaTestEnable">
  489. <Value>false</Value>
  490. </Bool>
  491. </Constants>
  492. </Material>
  493. </ModelConditionState>
  494. <ModelConditionState
  495. ParseCondStateType="PARSE_NORMAL"
  496. ConditionsYes="STRUCTURE_UNPACKING">
  497. <Model
  498. Name="JBWarFactory_DOOR_SKN" />
  499. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  500. <Constants>
  501. <Texture Name="DiffuseTexture">
  502. <Value>JBWarFactory</Value>
  503. </Texture>
  504. <Texture Name="NormalMap">
  505. <Value>JBWarFactory_NRM</Value>
  506. </Texture>
  507. <Texture Name="SpecMap">
  508. <Value>JBWarFactory_SPM</Value>
  509. </Texture>
  510. <Float Name="EnvMult">
  511. <Value>1.000000</Value>
  512. </Float>
  513. <Bool Name="AlphaTestEnable">
  514. <Value>true</Value>
  515. </Bool>
  516. </Constants>
  517. </Material>
  518. </ModelConditionState>
  519. <ModelConditionState
  520. ParseCondStateType="PARSE_NORMAL"
  521. ConditionsYes="SOLD">
  522. <Model
  523. Name="JBWarFactory_DOOR_SKN" />
  524. <Material ShaderName="BuildingsJapanBuildup.fx" TechniqueName="Default">
  525. <Constants>
  526. <Texture Name="DiffuseTexture">
  527. <Value>JBWarFactory</Value>
  528. </Texture>
  529. <Texture Name="NormalMap">
  530. <Value>JBWarFactory_NRM</Value>
  531. </Texture>
  532. <Texture Name="SpecMap">
  533. <Value>JBWarFactory_SPM</Value>
  534. </Texture>
  535. <Float Name="EnvMult">
  536. <Value>1.000000</Value>
  537. </Float>
  538. <Bool Name="AlphaTestEnable">
  539. <Value>true</Value>
  540. </Bool>
  541. </Constants>
  542. </Material>
  543. </ModelConditionState>
  544. <AnimationState
  545. ParseCondStateType="PARSE_DEFAULT"
  546. Flags="START_FRAME_FIRST">
  547. <Animation
  548. AnimationName="JBWarFactory_DOOR_OPN"
  549. AnimationMode="ONCE_BACKWARDS" />
  550. </AnimationState>
  551. <AnimationState
  552. ParseCondStateType="PARSE_NORMAL"
  553. ConditionsYes="STRUCTURE_UNPACKING">
  554. <Animation
  555. AnimationName="JBWarFactory_DOOR_BLD"
  556. AnimationMode="MATCH_UNPACKING"
  557. AnimationBlendTime="0" />
  558. <Script>
  559. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  560. </Script>
  561. </AnimationState>
  562. <AnimationState
  563. ParseCondStateType="PARSE_NORMAL"
  564. ConditionsYes="SOLD"
  565. Flags="START_FRAME_LAST">
  566. <Animation
  567. AnimationName="JBWarFactory_DOOR_BLD"
  568. AnimationMode="ONCE_BACKWARDS"
  569. AnimationAbsoluteTime="2s"/>
  570. <Script>
  571. CurDrawableHideSubObjectPermanently("NewSkin_Fill")
  572. </Script>
  573. </AnimationState>
  574. <AnimationState
  575. ParseCondStateType="PARSE_NORMAL"
  576. ConditionsYes="DOOR_1_WAITING_OPEN"
  577. Flags="START_FRAME_LAST">
  578. <Animation
  579. AnimationName="JBWarFactory_DOOR_OPN"
  580. AnimationMode="ONCE" />
  581. </AnimationState>
  582. <AnimationState
  583. ParseCondStateType="PARSE_NORMAL"
  584. ConditionsYes="DOOR_1_OPENING"
  585. StateName="STATE_Open">
  586. <Animation
  587. AnimationName="JBWarFactory_DOOR_OPN"
  588. AnimationMode="ONCE" />
  589. </AnimationState>
  590. <AnimationState
  591. ParseCondStateType="PARSE_NORMAL"
  592. ConditionsYes="DOOR_1_CLOSING"
  593. StateName="STATE_Closed"
  594. Flags="START_FRAME_LAST">
  595. <Animation
  596. AnimationName="JBWarFactory_DOOR_OPN"
  597. AnimationMode="ONCE_BACKWARDS" />
  598. </AnimationState>
  599. </ScriptedModelDraw>
  600. <!-- Draw Arm -->
  601. <ScriptedModelDraw
  602. id="ModuleTag_Draw_ARM"
  603. OkToChangeModelColor="true"
  604. ExtraPublicBone="BONE_TABLE">
  605. <ModelConditionState
  606. ParseCondStateType="PARSE_DEFAULT">
  607. <Model
  608. Name="JBWarFactory_ARM_SKN" />
  609. </ModelConditionState>
  610. <ModelConditionState
  611. ParseCondStateType="PARSE_NORMAL"
  612. ConditionsYes="FROZEN">
  613. <Model
  614. Name="JBWarFactory_ARM_SKN" />
  615. <ParticleSysBone
  616. BoneName="None"
  617. FXParticleSystemTemplate="AlliedCryoFrozenMistBuildingLarge"
  618. FollowBone="true"/>
  619. <Material
  620. ShaderName="ObjectsFrozen.fx"
  621. TechniqueName="Default">
  622. <Constants>
  623. <Texture Name="DiffuseTexture">
  624. <Value>JBWarFactory</Value>
  625. </Texture>
  626. <Texture Name="NormalMap">
  627. <Value>JBWarFactory_NRM</Value>
  628. </Texture>
  629. <Texture Name="SpecMap">
  630. <Value>JBWarFactory_SPM</Value>
  631. </Texture>
  632. <Float Name="EnvMult">
  633. <Value>1.000000</Value>
  634. </Float>
  635. <Bool Name="AlphaTestEnable">
  636. <Value>false</Value>
  637. </Bool>
  638. </Constants>
  639. </Material>
  640. </ModelConditionState>
  641. <ModelConditionState
  642. ParseCondStateType="PARSE_NORMAL"
  643. ConditionsYes="STRUCTURE_UNPACKING">
  644. <Model
  645. Name="" />
  646. </ModelConditionState>
  647. <ModelConditionState
  648. ParseCondStateType="PARSE_NORMAL"
  649. ConditionsYes="SOLD">
  650. <Model
  651. Name="" />
  652. </ModelConditionState>
  653. <AnimationState
  654. ParseCondStateType="PARSE_DEFAULT"
  655. StateName="STATE_Idle">
  656. <Animation
  657. AnimationName="JBWarFactory_ARM_IDLA"
  658. AnimationMode="LOOP"
  659. AnimationBlendTime="0" />
  660. </AnimationState>
  661. </ScriptedModelDraw>
  662. <!-- DRAW UPGRADE -->
  663. <ScriptedModelDraw
  664. id="ModuleTag_Draw_UPGRADE"
  665. ExtraPublicBone="FX_BONE_UPGRADE_DISH">
  666. <ModelConditionState
  667. ParseCondStateType="PARSE_DEFAULT">
  668. <Model
  669. Name="JBWarFactory_UPGRADE" />
  670. </ModelConditionState>
  671. <ModelConditionState
  672. ParseCondStateType="PARSE_NORMAL"
  673. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  674. <Model
  675. Name="" />
  676. </ModelConditionState>
  677. <ModelConditionState
  678. ParseCondStateType="PARSE_NORMAL"
  679. ConditionsYes="STRUCTURE_UNPACKING">
  680. <Model
  681. Name="" />
  682. </ModelConditionState>
  683. <ModelConditionState
  684. ParseCondStateType="PARSE_NORMAL"
  685. ConditionsYes="SOLD">
  686. <Model
  687. Name="" />
  688. </ModelConditionState>
  689. </ScriptedModelDraw>
  690. <!-- DRAW PARTICLES -->
  691. <ScriptedModelDraw
  692. id="ModuleTag_Draw_FX"
  693. OkToChangeModelColor="true">
  694. <ModelConditionState
  695. ParseCondStateType="PARSE_DEFAULT">
  696. <Model
  697. Name="JBWarFactory_FX" />
  698. </ModelConditionState>
  699. <ModelConditionState
  700. ParseCondStateType="PARSE_NORMAL"
  701. ConditionsYes="DAMAGED">
  702. <Model
  703. Name="JBWarFactory_FX" />
  704. <ParticleSysBone
  705. BoneName="FX_BONE01"
  706. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  707. FollowBone="true" />
  708. <ParticleSysBone
  709. BoneName="FX_BONE01"
  710. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  711. FollowBone="true" />
  712. <ParticleSysBone
  713. BoneName="FX_BONE01"
  714. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  715. FollowBone="true" />
  716. </ModelConditionState>
  717. <ModelConditionState
  718. ParseCondStateType="PARSE_NORMAL"
  719. ConditionsYes="REALLYDAMAGED">
  720. <Model
  721. Name="JBWarFactory_FX" />
  722. <ParticleSysBone
  723. BoneName="FX_BONE01"
  724. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  725. FollowBone="true" />
  726. <ParticleSysBone
  727. BoneName="FX_BONE01"
  728. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  729. FollowBone="true" />
  730. <ParticleSysBone
  731. BoneName="FX_BONE01"
  732. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  733. FollowBone="true" />
  734. <ParticleSysBone
  735. BoneName="FX_BONE02"
  736. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  737. FollowBone="true" />
  738. <ParticleSysBone
  739. BoneName="FX_BONE02"
  740. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  741. FollowBone="true" />
  742. <ParticleSysBone
  743. BoneName="FX_BONE02"
  744. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  745. FollowBone="true" />
  746. <ParticleSysBone
  747. BoneName="FX_BONE03"
  748. FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
  749. FollowBone="true" />
  750. <ParticleSysBone
  751. BoneName="FX_BONE03"
  752. FXParticleSystemTemplate="JapanVehicleDamagedSparks"
  753. FollowBone="true" />
  754. <ParticleSysBone
  755. BoneName="FX_BONE03"
  756. FXParticleSystemTemplate="JapanVehicleDamagedFire"
  757. FollowBone="true" />
  758. </ModelConditionState>
  759. </ScriptedModelDraw>
  760. <!-- draw for Egg unpacking -->
  761. <ScriptedModelDraw
  762. id="ModuleTag_DrawEGG"
  763. OkToChangeModelColor="true"
  764. StaticModelLODMode="true">
  765. <ModelConditionState
  766. ParseCondStateType="PARSE_DEFAULT">
  767. <Model
  768. Name="" />
  769. </ModelConditionState>
  770. <ModelConditionState
  771. ParseCondStateType="PARSE_NORMAL"
  772. ConditionsYes="STRUCTURE_UNPACKING">
  773. <Model
  774. Name="JUEgg_Unpack" />
  775. </ModelConditionState>
  776. <ModelConditionState
  777. ParseCondStateType="PARSE_NORMAL"
  778. ConditionsYes="SOLD">
  779. <Model
  780. Name="" />
  781. </ModelConditionState>
  782. <AnimationState
  783. ParseCondStateType="PARSE_DEFAULT">
  784. </AnimationState>
  785. <AnimationState
  786. ParseCondStateType="PARSE_NORMAL"
  787. ConditionsYes="STRUCTURE_UNPACKING">
  788. <Animation
  789. AnimationName="JUEgg_Unpack"
  790. AnimationMode="ONCE" />
  791. </AnimationState>
  792. </ScriptedModelDraw>
  793. <!-- draw a decal when this thing is selected -->
  794. <!-- This is duplicated in several files. Please do a search and update those too -->
  795. <ScriptedModelDraw
  796. id="ModuleTag_Draw_Selected_Repair_Decal"
  797. OkToChangeModelColor="true">
  798. <ModelConditionState
  799. ParseCondStateType="PARSE_DEFAULT">
  800. <Model Name="" />
  801. </ModelConditionState>
  802. <ModelConditionState
  803. ParseCondStateType="PARSE_NORMAL"
  804. ConditionsYes="SELECTED">
  805. <Model Name="FXInvisBone" />
  806. <ShadowInfo
  807. Type="ADDITIVE_DECAL"
  808. SizeX="=$REPAIR_DRONE_HOME_DECAL_SIZE"
  809. SizeY="=$REPAIR_DRONE_HOME_DECAL_SIZE"
  810. OverrideLODVisibility="true"
  811. MaxHeight="200"
  812. UseHouseColor="true"
  813. Texture="Decal_Rig_CO"
  814. LocalPlayerOnly="true"
  815. />
  816. </ModelConditionState>
  817. </ScriptedModelDraw>
  818. </Draws>
  819. <Behaviors>
  820. <Physics
  821. id="ModuleTag_Physics"/>
  822. <BuildingDestructionBehavior
  823. id="ModuleTag_BuildingDestruction"
  824. FillerMesh="NEWSKIN_FILL">
  825. <DieMuxData
  826. DeathTypes="ALL" />
  827. <Item
  828. BonePrefix="BONE_CONTACT_POINT_"
  829. FX="JapanStructureHit"
  830. CreationObject="AlliedBarracks_Debris"
  831. FlingVelocity="100.0"/>
  832. </BuildingDestructionBehavior>
  833. <FXListBehavior
  834. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
  835. <DieMuxData
  836. DeathTypes="ALL"
  837. DeathTypesForbidden="SUICIDED" />
  838. <Event
  839. Index="onDeath"
  840. FX="FX_YU_Hotel02_Explode" />
  841. <Event
  842. Index="onDeath"
  843. FX="FX_LargeBuildingDieExplosionRumble" />
  844. </FXListBehavior>
  845. <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
  846. <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUICIDED" />
  847. <Event Index="onDeath" FX="FX_LargeBuildingDieExplosion" />
  848. </FXListBehavior>
  849. <CreateObjectDie
  850. id="ModuleTag_CreateObjectDie"
  851. CreationList="JBWarFactory_Die_OCL">
  852. <DieMuxData
  853. DeathTypes="ALL"
  854. DeathTypesForbidden="SUICIDED" />
  855. </CreateObjectDie>
  856. <DestroyDie
  857. id="ModuleTag_Die">
  858. <DieMuxData
  859. DeathTypes="ALL"
  860. DeathTypesForbidden="SUICIDED" />
  861. </DestroyDie>
  862. <AssignSlavesTargetObjectSpecialPower
  863. id="ModuleTag_SpecialPowerRepairVehicle"
  864. SpecialPowerTemplate="SpecialPower_TargetedRepairVehicle" />
  865. <SpawnBehavior
  866. id="ModuleTag_SpawnRepairDrones"
  867. SpawnNumberData="3"
  868. InitialBurst="3"
  869. SpawnReplaceDelayData="10s"
  870. SpawnedRequireSpawner="true"
  871. KillSpawnsOnCaptured="true"
  872. SpawnInsideBuilding="true"
  873. KillSpawnsOnDisabled="true">
  874. <Die
  875. DeathTypes="ALL" />
  876. <SpawnTemplate>JapanWarFactoryRepairDrone</SpawnTemplate>
  877. </SpawnBehavior>
  878. <ProductionUpdate
  879. id="ModuleTag_ProductionUpdate"
  880. GiveNoXP="true"
  881. Type="VEHICLE"
  882. NumDoorAnimations="1"
  883. DoorOpeningTime="0.66s"
  884. DoorWaitOpenTime="3.00s"
  885. DoorCloseTime="0.66s">
  886. <GiveUpgradeToProduced>
  887. <UpgradeTranslate
  888. RequiredUpgrade="Upgrade_ProductionVeterancy_VETERAN"
  889. ProvidedUpgrade="Upgrade_CreationVeterancy_VETERAN" />
  890. <UpgradeTranslate
  891. RequiredUpgrade="Upgrade_ProductionVeterancy_ELITE"
  892. ProvidedUpgrade="Upgrade_CreationVeterancy_ELITE" />
  893. <UpgradeTranslate
  894. RequiredUpgrade="Upgrade_ProductionVeterancy_HEROIC"
  895. ProvidedUpgrade="Upgrade_CreationVeterancy_HEROIC" />
  896. </GiveUpgradeToProduced>
  897. </ProductionUpdate>
  898. <QueueProductionExitUpdate
  899. id="ModuleTag_QueueProduction"
  900. ExitDelaySeconds="0.07s">
  901. <UnitCreatePoint
  902. x="-12.0"
  903. y="0.0"
  904. z="0.0" />
  905. <NaturalRallyPoint
  906. x="80.0"
  907. y="0.0"
  908. z="0.0" />
  909. </QueueProductionExitUpdate>
  910. <SubObjectsUpgrade
  911. id="ModuleTag_SubObjectsUpgrade">
  912. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  913. <Nugget
  914. ShowSubObjects="Upgrade_02"
  915. HideSubObjects="Upgrade_01 Upgrade_03"
  916. Upgrade="Upgrade_JapanWarFactoryTech2">
  917. <CustomAnimAndDuration AnimState="USER_2"/>
  918. </Nugget>
  919. </SubObjectsUpgrade>
  920. <SubObjectsUpgrade
  921. id="ModuleTag_SubObjectsUpgrade2">
  922. <TriggeredBy>Upgrade_JapanWarFactoryTech3</TriggeredBy>
  923. <Nugget
  924. ShowSubObjects="Upgrade_03"
  925. HideSubObjects="Upgrade_01 Upgrade_02"
  926. Upgrade="Upgrade_JapanWarFactoryTech3">
  927. <CustomAnimAndDuration AnimState="USER_3"/>
  928. </Nugget>
  929. </SubObjectsUpgrade>
  930. <LUAEventList
  931. id="ModuleTag_LUAEventList"
  932. EventListName="GenericJapanBuildingFunctions" />
  933. <BuildingBehavior
  934. id="ModuleTag_BuildingBehavior"
  935. NightWindowObject="LIGHT_01" />
  936. <StructureUnpackUpdate
  937. id="ModuleTag_StructureUnpackUpdate"
  938. UnpackTime="16s" />
  939. <xi:include
  940. href="DATA:Includes/GenericBuildingRepair.xml" />
  941. <xi:include
  942. href="DATA:Includes/GenericEngineerContain.xml" />
  943. <xi:include
  944. href="DATA:Includes/GenericJapanBuildingDestruction.xml" />
  945. <xi:include
  946. href="DATA:Includes/GenericJapanBuildingSuicide.xml" />
  947. <xi:include
  948. href="DATA:Includes/InfiltratorContainVehicle.xml" />
  949. <StancesBehavior
  950. id="ModuleTag_Stance"
  951. StanceTemplate="Generic" />
  952. <CommandSetUpgrade
  953. id="ModuleTag_CommandSetUpgrade"
  954. CommandSet="JapanWarFactoryCommandSetTech2">
  955. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  956. </CommandSetUpgrade>
  957. <!-- Attribute Modifiers based on the Tech Level of the building -->
  958. <AttributeModifierUpgrade
  959. id="ModuleTag_JapanWarFactoryTech2_AttributeModifier"
  960. AttributeModifier="AttributeModifer_JapanTech2_JapanWarFactory">
  961. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  962. </AttributeModifierUpgrade>
  963. <AttributeModifierUpgrade
  964. id="ModuleTag_JapanWarFactoryTech3_AttributeModifier"
  965. AttributeModifier="AttributeModifer_JapanTech3_JapanWarFactory">
  966. <TriggeredBy>Upgrade_JapanWarFactoryTech3</TriggeredBy>
  967. </AttributeModifierUpgrade>
  968. </Behaviors>
  969. <AI>
  970. <AIUpdate
  971. id="ModuleTag_AIForLua"
  972. StateMachine="StructureAIStateMachine" />
  973. </AI>
  974. <Body>
  975. <ActiveBody
  976. id="ModuleTag_StructureBody"
  977. MaxHealth="2500" />
  978. </Body>
  979. <Geometry
  980. IsSmall="false">
  981. <Shape
  982. Type= "BOX"
  983. MajorRadius = "60.0"
  984. MinorRadius = "60.0"
  985. Height = "5.0" >
  986. <Offset
  987. x = "0.0"
  988. y = "0.0"
  989. z = "0.0" />
  990. </Shape>
  991. <Shape
  992. Type= "BOX"
  993. MajorRadius = "36.6"
  994. MinorRadius = "39.33"
  995. Height = "46.0342"
  996. ContactPointGeneration = "STRUCTURE" >
  997. <Offset
  998. x = "-12.263"
  999. y = "-6.77137"
  1000. z = "0.0" />
  1001. </Shape>
  1002. <Shape
  1003. Type= "BOX"
  1004. MajorRadius = "17.934"
  1005. MinorRadius = "5.5062"
  1006. Height = "54.3204"
  1007. ContactPointGeneration = "STRUCTURE" >
  1008. <Offset
  1009. x = "-23.6939"
  1010. y = "-38.5264"
  1011. z = "0.0" />
  1012. </Shape>
  1013. </Geometry>
  1014. <ClientBehaviors>
  1015. <ModelConditionAudioLoopClientBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_StructureConstructionAudio">
  1016. <ModelConditionSound
  1017. Sound="JAP_Nanocore_DeployStructureLand"
  1018. RequiredFlags="STRUCTURE_UNPACKING"
  1019. ExcludedFlags="OVER_WATER"/>
  1020. <ModelConditionSound
  1021. Sound="JAP_Nanocore_DeployStructureWaterMS"
  1022. RequiredFlags="STRUCTURE_UNPACKING OVER_WATER"/>
  1023. </ModelConditionAudioLoopClientBehavior>
  1024. </ClientBehaviors>
  1025. <AudioArrayVoice>
  1026. <AudioEntry Sound="JAP_MechaBay_Select" AudioType="voiceSelect" />
  1027. </AudioArrayVoice>
  1028. <AudioArraySound>
  1029. <AudioEntry Sound="JAP_Nanocore_DeployLoop" AudioType="soundUnderConstruction" />
  1030. <!--
  1031. <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
  1032. <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
  1033. -->
  1034. </AudioArraySound>
  1035. <VisionInfo
  1036. VisionRange="150"
  1037. ShroudClearingRange="500" />
  1038. <ProjectedBuildabilityInfo
  1039. Radius="120"
  1040. BuildPlacementTypes="OTHER_STRUCTURE" />
  1041. </GameObject>
  1042. </AssetDeclaration>