ControlPoint.xml 6.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216
  1. <?xml version="1.0" encoding="us-ascii"?>
  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="ART:TBCntrlPnt.w3x" />
  6. <Include type="all" source="ART:TBCntrlPnt_D2.w3x" />
  7. <Include type="all" source="ART:TBCntrlPnt_D3.w3x" />
  8. </Includes>
  9. <GameObject
  10. id="ControlPoint"
  11. Side="Neutral"
  12. EditorSorting="STRUCTURE"
  13. CommandSet="EmptyCommandSet"
  14. KindOf="ALWAYS_VISIBLE STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY NOT_SELLABLE NEUTRAL_TECH CAPTURABLE UNATTACKABLE NEVER_CULL_FOR_MP"
  15. RadarPriority="STRUCTURE"
  16. EditorName="ControlPoint">
  17. <DisplayName>Name:ControlPoint</DisplayName>
  18. <ArmorSet
  19. Armor="StructureArmor"
  20. DamageFX="GenericStructureDamageFX"/>
  21. <Draws>
  22. <ScriptedModelDraw
  23. id="ModuleTag_Draw"
  24. OkToChangeModelColor="true">
  25. <ModelConditionState
  26. ParseCondStateType="PARSE_DEFAULT">
  27. <Model
  28. Name="TBCntrlPnt" />
  29. </ModelConditionState>
  30. <ModelConditionState
  31. ParseCondStateType="PARSE_NORMAL"
  32. ConditionsYes="RUBBLE">
  33. <Model
  34. Name="TBCntrlPnt_D3" />
  35. </ModelConditionState>
  36. <ModelConditionState
  37. ParseCondStateType="PARSE_NORMAL"
  38. ConditionsYes="REALLYDAMAGED">
  39. <Model
  40. Name="TBCntrlPnt_D2" />
  41. </ModelConditionState>
  42. <ModelConditionState
  43. ParseCondStateType="PARSE_NORMAL"
  44. ConditionsYes="DAMAGED">
  45. <Model
  46. Name="TBCntrlPnt" />
  47. <Texture
  48. Original="TBContorlPoint"
  49. New="TBContorlPointD" />
  50. </ModelConditionState>
  51. <!-- This needs to be a different draw module -->
  52. <!--
  53. <AnimationState
  54. ParseCondStateType="PARSE_DEFAULT">
  55. <Script>
  56. CurDrawableShowSubObjectPermanently( "100" )
  57. CurDrawableShowSubObjectPermanently( "75" )
  58. CurDrawableShowSubObjectPermanently( "50" )
  59. CurDrawableShowSubObjectPermanently( "25" )
  60. </Script>
  61. </AnimationState>
  62. <AnimationState
  63. ConditionsYes="CAPTURE_100"
  64. ParseCondStateType="PARSE_NORMAL">
  65. <Script>
  66. CurDrawableShowSubObjectPermanently( "100" )
  67. CurDrawableShowSubObjectPermanently( "75" )
  68. CurDrawableShowSubObjectPermanently( "50" )
  69. CurDrawableShowSubObjectPermanently( "25" )
  70. </Script>
  71. </AnimationState>
  72. <AnimationState
  73. ConditionsYes="CAPTURE_75"
  74. ParseCondStateType="PARSE_NORMAL">
  75. <Script>
  76. CurDrawableHideSubObjectPermanently( "100" )
  77. CurDrawableShowSubObjectPermanently( "75" )
  78. CurDrawableShowSubObjectPermanently( "50" )
  79. CurDrawableShowSubObjectPermanently( "25" )
  80. </Script>
  81. </AnimationState>
  82. <AnimationState
  83. ConditionsYes="CAPTURE_50"
  84. ParseCondStateType="PARSE_NORMAL">
  85. <Script>
  86. CurDrawableHideSubObjectPermanently( "100" )
  87. CurDrawableHideSubObjectPermanently( "75" )
  88. CurDrawableShowSubObjectPermanently( "50" )
  89. CurDrawableShowSubObjectPermanently( "25" )
  90. </Script>
  91. </AnimationState>
  92. <AnimationState
  93. ConditionsYes="CAPTURE_25"
  94. ParseCondStateType="PARSE_NORMAL">
  95. <Script>
  96. CurDrawableHideSubObjectPermanently( "100" )
  97. CurDrawableHideSubObjectPermanently( "75" )
  98. CurDrawableHideSubObjectPermanently( "50" )
  99. CurDrawableShowSubObjectPermanently( "25" )
  100. </Script>
  101. </AnimationState>
  102. <AnimationState
  103. ConditionsYes="CAPTURE_0"
  104. ParseCondStateType="PARSE_NORMAL">
  105. <Script>
  106. CurDrawableHideSubObjectPermanently( "100" )
  107. CurDrawableHideSubObjectPermanently( "75" )
  108. CurDrawableHideSubObjectPermanently( "50" )
  109. CurDrawableHideSubObjectPermanently( "25" )
  110. </Script>
  111. </AnimationState>
  112. -->
  113. <AnimationState
  114. ParseCondStateType="PARSE_NORMAL"
  115. ConditionsYes="RUBBLE"
  116. StateName="STATE_Rubble"
  117. Flags="START_FRAME_LAST">
  118. <Animation
  119. AnimationName="TBCntrlPnt_D3"
  120. AnimationMode="MANUAL" />
  121. <Script>
  122. Prev = CurDrawablePrevAnimationState();
  123. if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
  124. CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
  125. end
  126. </Script>
  127. </AnimationState>
  128. <AnimationState
  129. ParseCondStateType="PARSE_NORMAL"
  130. ConditionsYes="REALLYDAMAGED"
  131. StateName="STATE_ReallyDamaged"
  132. Flags="START_FRAME_LAST">
  133. <Animation
  134. AnimationName="TBCntrlPnt_D2"
  135. AnimationMode="MANUAL" />
  136. <Script>
  137. Prev = CurDrawablePrevAnimationState();
  138. if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
  139. CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
  140. end
  141. </Script>
  142. </AnimationState>
  143. <AnimationState
  144. ParseCondStateType="PARSE_TRANSITION"
  145. StateName="TRANS_IntoReallyDamaged">
  146. <Animation
  147. AnimationName="TBCntrlPnt_D2"
  148. AnimationMode="ONCE"
  149. AnimationBlendTime="0"/>
  150. </AnimationState>
  151. <AnimationState
  152. ParseCondStateType="PARSE_TRANSITION"
  153. StateName="TRANS_IntoRubble">
  154. <Animation
  155. AnimationName="TBCntrlPnt_D3"
  156. AnimationMode="ONCE"
  157. AnimationBlendTime="0"/>
  158. </AnimationState>
  159. </ScriptedModelDraw>
  160. </Draws>
  161. <Behaviors>
  162. <DestroyDie
  163. id="ModuleTag_Die">
  164. <DieMuxData
  165. DeathTypes="ALL" />
  166. </DestroyDie>
  167. <SubObjectsUpgrade
  168. id="ModuleTag_SubObjectsUpgrade"
  169. Permanent="true">
  170. <TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
  171. <TriggeredBy>Upgrade_NODFaction</TriggeredBy>
  172. <TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
  173. <Nugget
  174. Upgrade="Upgrade_GDIFaction"
  175. ShowSubObjects="TB_CP_GDI LIGHTSF01"
  176. HideSubObjects="TB_CP_ALN TB_CP_NOD" />
  177. <Nugget
  178. Upgrade="Upgrade_NODFaction"
  179. ShowSubObjects="TB_CP_NOD LIGHTSF01"
  180. HideSubObjects="TB_CP_ALN TB_CP_GDI" />
  181. <Nugget
  182. Upgrade="Upgrade_AlienFaction"
  183. ShowSubObjects="TB_CP_ALN LIGHTSF01"
  184. HideSubObjects="TB_CP_GDI TB_CP_NOD" />
  185. </SubObjectsUpgrade>
  186. <LUAEventList
  187. id="ModuleTag_LUAEventList"
  188. EventListName="ControlPointFunctions"
  189. />
  190. </Behaviors>
  191. <AI>
  192. <AIUpdate
  193. id="ModuleTag_AIForLua"
  194. AutoAcquireEnemiesWhenIdle="NO"/>
  195. </AI>
  196. <Body>
  197. <ImmortalBody
  198. id="ModuleTag_ImmortalBody"
  199. MaxHealth="1.0"/>
  200. </Body>
  201. <Geometry
  202. IsSmall="false">
  203. <Shape
  204. Type="CYLINDER"
  205. MajorRadius="25.0"
  206. Height="75.0"
  207. ContactPointGeneration="INFANTRY"/>
  208. </Geometry>
  209. <VisionInfo
  210. VisionRange="100"
  211. ShroudClearingRange="200" />
  212. </GameObject>
  213. </AssetDeclaration>