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- <?xml version="1.0" encoding="utf-8"?>
- <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:NUHospitalTechStructure.w3x" />
- <Include
- type="instance"
- source="DATA:BaseObjects/BaseTechStructure.xml" />
- <Include
- type="instance"
- source="DATA:Civilian/Yucatan_YU/Props/YU_HotelDebris.xml" />
- <Include
- type="instance"
- source="DATA:Neutral/Props/HospitalTechStructure_Collapse.xml" />
- <Include type="all" source="ART:ABBarracks_particles.w3x" />
- </Includes>
- <GameObject
- id="HospitalTechStructure"
- inheritFrom="BaseTechStructure"
- SelectPortrait="Portrait_Neutral_Hospital"
- ButtonImage="Button_Neutral_Hospital"
- ProductionQueueType="MAIN_STRUCTURE"
- EditorName="HospitalTechStructure"
- Description="DESC:HospitalTechBuilding"
- TypeDescription="TYPE:TechStructure"
- HealthBoxHeightOffset="30">
- <DisplayName
- xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:HospitalTechBuilding</DisplayName>
- <ObjectResourceInfo>
- <BuildCost Account="=$ACCOUNT_ORE" Amount="=$TECH_STRUCTURE_EFFECTIVE_COST"/>
- </ObjectResourceInfo>
- <ArmorSet
- Armor="AlliedBarracksArmor"
- DamageFX="FactionStructureDamageFX" />
- <Draws>
- <ScriptedModelDraw
- id="ModuleTag_Draw"
- OkToChangeModelColor="true"
- ExtraPublicBone="BoneFlag01 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 BONE_CONTACT_POINT_09 BONE_CONTACT_POINT_10 BONE_CONTACT_POINT_11 BONE_CONTACT_POINT_12 BONE_CONTACT_POINT_13 BONE_CONTACT_POINT_14 BONE_CONTACT_POINT_15 BONE_CONTACT_POINT_16 BONE_CONTACT_POINT_17 BONE_CONTACT_POINT_18 BONE_CONTACT_POINT_19 BONE_CONTACT_POINT_20 BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="NUHospitalTechStructure" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="RUBBLE">
- <Model
- Name="NUHospitalTechStructure" />
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- <!-- no anim -->
- </AnimationState>
- </ScriptedModelDraw>
- <xi:include
- href="DATA:Includes/TechBuildingFlagDraw.xml"
- xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:CommonFlagDraws/child::*)" />
- </Draws>
- <Behaviors>
- <!-- This Passive Area Effect Behaviour is what gives the Tech Structure its Unit healing ability -->
- <Physics
- id="ModuleTag_Physics"/>
-
- <!-- passive healing for infantry (including garrisoned) -->
- <PassiveAreaEffectBehavior
- id="ModuleTag_PassiveAreaEffect"
- EffectRadius="-1"
- NonStackable="true"
- AffectUnderAttack="true"
- AffectContained="true"
- HealingPercentPerSecond="2%" >
- <AllowFilter
- Rule="ANY"
- Include="INFANTRY"
- Relationship="ALLIES" />
- <ContainerFilter
- Rule="ANY"
- Include="VEHICLE STRUCTURE"
- Relationship="ALLIES"
- StatusBitFlags="CONTAINER_OCCUPIED" />
- </PassiveAreaEffectBehavior>
-
- <xi:include
- href="../../Includes/GenericEngineerContain.xml" />
- <xi:include
- href="../../Includes/GenericBuildingRepair.xml" />
- <LUAEventList
- id="ModuleTag_LUAEventList"
- EventListName="BuildingPowerFunctions"/>
-
- <BuildingDestructionBehavior
- id="ModuleTag_BuildingDestruction">
- <DieMuxData
- DeathTypes="ALL" />
- <Item
- BonePrefix="BONE_CONTACT_POINT_"
- FX="SovietRefineryHit"
- CreationObject="AlliedBarracks_Debris"
- FlingVelocity="100.0"/>
- </BuildingDestructionBehavior>
- <FXListBehavior
- xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
- <DieMuxData
- DeathTypes="ALL" />
- <Event
- Index="onDeath"
- FX="FX_MediumBuildingDieExplosion" />
- </FXListBehavior>
- <CreateObjectDie
- id="ModuleTag_CreateObjectDie"
- CreationList="NUHospitalTechStructure_Die_OCL">
- <DieMuxData
- DeathTypes="ALL" />
- </CreateObjectDie>
- <DestroyDie
- id="ModuleTag_Die">
- <DieMuxData
- DeathTypes="ALL" />
- </DestroyDie>
- </Behaviors>
- <AI>
- <AIUpdate
- id="ModuleTag_AI"
- AutoAcquireEnemiesWhenIdle="NO"/>
- </AI>
- <Body>
- <ActiveBody
- id="ModuleTag_Body"
- MaxHealth="3000.0"
- InitialHealth="3000.0" />
- </Body>
- <Geometry
- IsSmall="false">
- <Shape
- Type= "BOX"
- MajorRadius = "56.3968"
- MinorRadius = "67.2692"
- Height = "69.3372"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "-5.00883"
- y = "-0.526596"
- z = "0.0" />
- </Shape>
- <Shape
- Type= "BOX"
- MajorRadius = "20.8347"
- MinorRadius = "40.8306"
- Height = "69.3372"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "-76.1697"
- y = "-29.6881"
- z = "0.0" />
- </Shape>
- </Geometry>
- <AudioArrayVoice>
- <AudioEntry EvaEvent="HospitalCaptured" AudioType="voiceDefectingTowards" />
- <AudioEntry Sound="TEC_Hospital_Select" AudioType="voiceSelect" />
- </AudioArrayVoice>
- <AudioArraySound>
- <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
- <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
- </AudioArraySound>
- <VisionInfo
- VisionRange="100"
- ShroudClearingRange="200" />
- <ProjectedBuildabilityInfo
- Radius="0.0"
- BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
- </GameObject>
- <ObjectCreationList
- id="NUHospitalTechStructure_Die_OCL">
- <CreateObject
- Options="IGNORE_ALL_OBJECTS"
- Disposition="LIKE_EXISTING RANDOM_FORCE"
- Count="1"
- MinForceMagnitude="1.0"
- MaxForceMagnitude="2.0"
- MinForcePitch="90d"
- MaxForcePitch="75d">
- <CreateObject>NUHospitalTechStructure_Collapse</CreateObject>
- </CreateObject>
- </ObjectCreationList>
- </AssetDeclaration>
|