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- <?xml version="1.0" encoding="us-ascii"?>
- <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
- <Tags></Tags>
- <Includes>
- <Include type="all" source="ART:TBCntrlPnt.w3x" />
- <Include type="all" source="ART:TBCntrlPnt_D2.w3x" />
- <Include type="all" source="ART:TBCntrlPnt_D3.w3x" />
- </Includes>
- <GameObject
- id="ControlPoint"
- Side="Neutral"
- EditorSorting="STRUCTURE"
- CommandSet="EmptyCommandSet"
- KindOf="ALWAYS_VISIBLE STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY NOT_SELLABLE NEUTRAL_TECH CAPTURABLE UNATTACKABLE NEVER_CULL_FOR_MP"
- RadarPriority="STRUCTURE"
- EditorName="ControlPoint">
- <DisplayName>Name:ControlPoint</DisplayName>
- <ArmorSet
- Armor="StructureArmor"
- DamageFX="GenericStructureDamageFX"/>
- <Draws>
- <ScriptedModelDraw
- id="ModuleTag_Draw"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="TBCntrlPnt" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="RUBBLE">
- <Model
- Name="TBCntrlPnt_D3" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="REALLYDAMAGED">
- <Model
- Name="TBCntrlPnt_D2" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="DAMAGED">
- <Model
- Name="TBCntrlPnt" />
- <Texture
- Original="TBContorlPoint"
- New="TBContorlPointD" />
- </ModelConditionState>
- <!-- This needs to be a different draw module -->
- <!--
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- <Script>
- CurDrawableShowSubObjectPermanently( "100" )
- CurDrawableShowSubObjectPermanently( "75" )
- CurDrawableShowSubObjectPermanently( "50" )
- CurDrawableShowSubObjectPermanently( "25" )
- </Script>
- </AnimationState>
- <AnimationState
- ConditionsYes="CAPTURE_100"
- ParseCondStateType="PARSE_NORMAL">
- <Script>
- CurDrawableShowSubObjectPermanently( "100" )
- CurDrawableShowSubObjectPermanently( "75" )
- CurDrawableShowSubObjectPermanently( "50" )
- CurDrawableShowSubObjectPermanently( "25" )
- </Script>
- </AnimationState>
- <AnimationState
- ConditionsYes="CAPTURE_75"
- ParseCondStateType="PARSE_NORMAL">
- <Script>
- CurDrawableHideSubObjectPermanently( "100" )
- CurDrawableShowSubObjectPermanently( "75" )
- CurDrawableShowSubObjectPermanently( "50" )
- CurDrawableShowSubObjectPermanently( "25" )
- </Script>
- </AnimationState>
- <AnimationState
- ConditionsYes="CAPTURE_50"
- ParseCondStateType="PARSE_NORMAL">
- <Script>
- CurDrawableHideSubObjectPermanently( "100" )
- CurDrawableHideSubObjectPermanently( "75" )
- CurDrawableShowSubObjectPermanently( "50" )
- CurDrawableShowSubObjectPermanently( "25" )
- </Script>
- </AnimationState>
- <AnimationState
- ConditionsYes="CAPTURE_25"
- ParseCondStateType="PARSE_NORMAL">
- <Script>
- CurDrawableHideSubObjectPermanently( "100" )
- CurDrawableHideSubObjectPermanently( "75" )
- CurDrawableHideSubObjectPermanently( "50" )
- CurDrawableShowSubObjectPermanently( "25" )
- </Script>
- </AnimationState>
- <AnimationState
- ConditionsYes="CAPTURE_0"
- ParseCondStateType="PARSE_NORMAL">
- <Script>
- CurDrawableHideSubObjectPermanently( "100" )
- CurDrawableHideSubObjectPermanently( "75" )
- CurDrawableHideSubObjectPermanently( "50" )
- CurDrawableHideSubObjectPermanently( "25" )
- </Script>
- </AnimationState>
- -->
-
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="RUBBLE"
- StateName="STATE_Rubble"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="TBCntrlPnt_D3"
- AnimationMode="MANUAL" />
- <Script>
- Prev = CurDrawablePrevAnimationState();
- if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
- CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
- end
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="REALLYDAMAGED"
- StateName="STATE_ReallyDamaged"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="TBCntrlPnt_D2"
- AnimationMode="MANUAL" />
- <Script>
- Prev = CurDrawablePrevAnimationState();
- if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
- CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
- end
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_TRANSITION"
- StateName="TRANS_IntoReallyDamaged">
- <Animation
- AnimationName="TBCntrlPnt_D2"
- AnimationMode="ONCE"
- AnimationBlendTime="0"/>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_TRANSITION"
- StateName="TRANS_IntoRubble">
- <Animation
- AnimationName="TBCntrlPnt_D3"
- AnimationMode="ONCE"
- AnimationBlendTime="0"/>
- </AnimationState>
- </ScriptedModelDraw>
- </Draws>
- <Behaviors>
- <DestroyDie
- id="ModuleTag_Die">
- <DieMuxData
- DeathTypes="ALL" />
- </DestroyDie>
- <SubObjectsUpgrade
- id="ModuleTag_SubObjectsUpgrade"
- Permanent="true">
- <TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
- <TriggeredBy>Upgrade_NODFaction</TriggeredBy>
- <TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
- <Nugget
- Upgrade="Upgrade_GDIFaction"
- ShowSubObjects="TB_CP_GDI LIGHTSF01"
- HideSubObjects="TB_CP_ALN TB_CP_NOD" />
- <Nugget
- Upgrade="Upgrade_NODFaction"
- ShowSubObjects="TB_CP_NOD LIGHTSF01"
- HideSubObjects="TB_CP_ALN TB_CP_GDI" />
- <Nugget
- Upgrade="Upgrade_AlienFaction"
- ShowSubObjects="TB_CP_ALN LIGHTSF01"
- HideSubObjects="TB_CP_GDI TB_CP_NOD" />
- </SubObjectsUpgrade>
- <LUAEventList
- id="ModuleTag_LUAEventList"
- EventListName="ControlPointFunctions"
- />
- </Behaviors>
- <AI>
- <AIUpdate
- id="ModuleTag_AIForLua"
- AutoAcquireEnemiesWhenIdle="NO"/>
- </AI>
- <Body>
- <ImmortalBody
- id="ModuleTag_ImmortalBody"
- MaxHealth="1.0"/>
- </Body>
- <Geometry
- IsSmall="false">
- <Shape
- Type="CYLINDER"
- MajorRadius="25.0"
- Height="75.0"
- ContactPointGeneration="INFANTRY"/>
- </Geometry>
- <VisionInfo
- VisionRange="100"
- ShroudClearingRange="200" />
- </GameObject>
- </AssetDeclaration>
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