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- <?xml version="1.0" encoding="utf-8"?>
- <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xi="http://www.w3.org/2001/XInclude">
- <Tags></Tags>
- <Includes>
- <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
- <Include
- type="all"
- source="ART:SBBarracks_SKN.w3x" />
- <Include
- type="all"
- source="ART:SBBarracks_BLD.w3x" />
- <Include
- type="all"
- source="ART:SBBarracks_DOOR.w3x" />
- <Include
- type="all"
- source="ART:SBBarracks_LIGHTS.w3x" />
- <Include
- type="all"
- source="ART:SBBarracks_Scaffold.w3x" />
- <!-- Base Object -->
- <Include
- type="instance"
- source="DATA:BaseObjects/BaseSovietStructure.xml" />
- </Includes>
- <Defines>
- <Define name="SOVIET_BARRACKS_LOCAL_UNPACK_TIME" value="10s" />
- </Defines>
- <GameObject
- id="SovietBarracks"
- inheritFrom="BaseSovietStructure"
- Side="Soviet"
- EditorSorting="STRUCTURE"
-
- BuildTime="0.0"
- SelectPortrait="Portrait_SovietBarracks_big"
- ButtonImage="Button_SovietBarracks_small"
- EnergyProduction="-25"
- CommandSet="SovietBarracksCommandSet"
- KindOf="-CAN_BUILD_ON_WATER -CAN_BUILD_ON_DEEP_WATER +FS_FACTORY +AUTO_RALLYPOINT +FS_BARRACKS"
- RadarPriority="STRUCTURE"
- PlacementViewAngle="225d"
- ProductionQueueType="MAIN_STRUCTURE"
- BuildPlacementTypeFlag="MAIN_STRUCTURE"
- EditorName="SovietBarracks"
- Description="Desc:SovietBarracks"
- TypeDescription="Type:SovietBarracks">
- <DisplayName
- xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:SovietBarracks</DisplayName>
- <ObjectResourceInfo>
- <BuildCost Account="=$ACCOUNT_ORE" Amount="500"/>
- </ObjectResourceInfo>
- <ArmorSet
- Armor="SovietBarracksArmor"
- DamageFX="FactionStructureDamageFX" />
- <SkirmishAIInformation
- BaseBuildingLocation="FRONT">
- <ConstructionBaseSelectionCriteria
- ExcludedBaseTypes="NO_BUILD_RADIUS CAPTURED"/>
- </SkirmishAIInformation>
- <Draws>
- <ScriptedModelDraw
- id="ModuleTag_Draw"
- OkToChangeModelColor="true"
- StaticModelLODMode="true"
- ExtraPublicBone="CONTACT_POINT_01 CONTACT_POINT_02 CONTACT_POINT_03 CONTACT_POINT_04 CONTACT_POINT_05 CONTACT_POINT_06 CONTACT_POINT_07">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="SBBarracks_SKN" />
- </ModelConditionState>
-
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="BUILD_PLACEMENT_CURSOR">
- <Model
- Name="SBBarracks_SKN" />
- <Texture
- Original="SBBuilding_Holes"
- New="SBBuilding_FP" />
- <Texture
- Original="SBBuilding_Filler"
- New="SBBuilding_FP" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Model
- Name="SBBarracks_SKN" />
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="SBBarracks_BLD"
- AnimationMode="ONCE_BACKWARDS"
- AnimationBlendTime="0"
- AnimationAbsoluteTime="2s"/>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Animation
- AnimationName="SBBarracks_BLD"
- AnimationMode="MATCH_UNPACKING"
- AnimationBlendTime="0" />
- <ParticleSysBone
- BoneName="NONE"
- FXParticleSystemTemplate="Con_Med"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="NONE"
- FXParticleSystemTemplate="Con_Lights"
- FollowBone="true" />
- <ParticleSysBone
- BoneName="NONE"
- FXParticleSystemTemplate="Con_Flash"
- FollowBone="true" />
- </AnimationState>
- </ScriptedModelDraw>
-
- <!-- Lights-->
- <ScriptedModelDraw
- id="ModuleTag_Draw_LIGHTS"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="SBBarracks_LIGHTS" />
- </ModelConditionState>
-
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- <Script>
- CurDrawableHideSubObjectPermanently("FX_LightsBuilding")
- CurDrawableHideSubObjectPermanently("Fans")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="AFFECTED_BY_EMP ">
- <Script>
- CurDrawableHideSubObjectPermanently("FX_LightsBuilding")
- CurDrawableHideSubObjectPermanently("Fans")
- </Script>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="PARALYZED">
- <Script>
- CurDrawableHideSubObjectPermanently("FX_LightsBuilding")
- CurDrawableHideSubObjectPermanently("Fans")
- </Script>
- </AnimationState>
-
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="ACTIVELY_CONSTRUCTING">
- <Animation
- AnimationName="SBBarracks_LIGHTS"
- AnimationMode="LOOP"/>
- <Script>
- CurDrawableShowSubObjectPermanently("FX_LightsBuilding")
- CurDrawableShowSubObjectPermanently("Fans")
- </Script>
- </AnimationState>
- </ScriptedModelDraw>
-
- <!-- DRAW DOOR01 -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_Door"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="SBBarracks_DOOR" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="FROZEN">
- <Model
- Name="SBBarracks_DOOR" />
- <ParticleSysBone
- BoneName="None"
- FXParticleSystemTemplate="AlliedCryoFrozenMistBuildingLarge"
- FollowBone="true"/>
- <Material
- ShaderName="ObjectsFrozen.fx"
- TechniqueName="Default">
- <Constants>
- <Texture Name="DiffuseTexture">
- <Value>SBBarracks</Value>
- </Texture>
- <Texture Name="NormalMap">
- <Value>SBBarracks_NRM</Value>
- </Texture>
- <Texture Name="SpecMap">
- <Value>SBBarracks_SPM</Value>
- </Texture>
- <Float Name="EnvMult">
- <Value>1.000000</Value>
- </Float>
- <Bool Name="AlphaTestEnable">
- <Value>false</Value>
- </Bool>
- </Constants>
- </Material>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Model
- Name="" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="DYING">
- <Model
- Name="" />
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT"
- Flags="START_FRAME_FIRST">
- <Animation
- AnimationName="SBBarracks_DOOR"
- AnimationMode="ONCE_BACKWARDS" />
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Animation
- AnimationName="SBBarracks_DOOR"
- AnimationMode="ONCE" />
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="DOOR_1_WAITING_OPEN"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="SBBarracks_DOOR"
- AnimationMode="MANUAL" />
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="DOOR_1_OPENING"
- StateName="STATE_Open">
- <Animation
- AnimationName="SBBarracks_DOOR"
- AnimationMode="ONCE" />
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="DOOR_1_CLOSING"
- StateName="STATE_Closed"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="SBBarracks_DOOR"
- AnimationMode="ONCE_BACKWARDS" />
- </AnimationState>
- </ScriptedModelDraw>
- <!-- DRAW SCAFFOLD -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_Scaffold"
- OkToChangeModelColor="true"
- 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">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD">
- <Model
- Name="SBBarracks_Scaffold" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING JUST_BUILT">
- <Model
- Name="" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Model
- Name="SBBarracks_Scaffold" />
- </ModelConditionState>
- <AnimationState
- ParseCondStateType="PARSE_DEFAULT">
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="SOLD"
- Flags="START_FRAME_LAST">
- <Animation
- AnimationName="SBBarracks_Scaffold"
- AnimationMode="ONCE_BACKWARDS"
- AnimationAbsoluteTime="2s"/>
- </AnimationState>
- <AnimationState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="STRUCTURE_UNPACKING">
- <Animation
- AnimationName="SBBarracks_Scaffold"
- AnimationMode="MATCH_UNPACKING"
- AnimationBlendTime="0" />
- </AnimationState>
- </ScriptedModelDraw>
- <!-- DRAW PARTICLES -->
- <ScriptedModelDraw
- id="ModuleTag_Draw_FX"
- OkToChangeModelColor="true">
- <ModelConditionState
- ParseCondStateType="PARSE_DEFAULT">
- <Model
- Name="SBBarracks_FX" />
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="DAMAGED">
- <Model
- Name="SBBarracks_FX" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageFire"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageFire02"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageSmoke"
- FollowBone="true"/>
- </ModelConditionState>
- <ModelConditionState
- ParseCondStateType="PARSE_NORMAL"
- ConditionsYes="REALLYDAMAGED">
- <Model
- Name="SBBarracks_FX" />
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageFire"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageFire02"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE01"
- FXParticleSystemTemplate="BuildingDamageSmoke"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="BuildingDamageFire"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="BuildingDamageFire02"
- FollowBone="true"/>
- <ParticleSysBone
- BoneName="FX_BONE02"
- FXParticleSystemTemplate="BuildingDamageSmoke"
- FollowBone="true"/>
- </ModelConditionState>
-
- </ScriptedModelDraw>
-
- </Draws>
- <Behaviors>
- <Physics
- id="ModuleTag_Physics"/>
- <BuildingDestructionBehavior
- id="ModuleTag_BuildingDestruction"
- FillerMesh="NEWSKIN_FILL">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED" />
- <Item
- BonePrefix="CONTACT_POINT_"
- FX="SovietRefineryHit"
- CreationObject="SovietBarracks_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_YU_Hotel02_Explode" />
- </FXListBehavior>
- <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
- <DieMuxData DeathTypes="ALL" />
- <Event Index="onDeath" FX="FX_LargeBuildingDieExplosion" />
- </FXListBehavior>
- <CreateObjectDie
- id="ModuleTag_CreateObjectDie"
- CreationList="SBBarracks_Die_OCL">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED" />
- </CreateObjectDie>
- <DestroyDie
- id="ModuleTag_Die">
- <DieMuxData
- DeathTypes="ALL"
- DeathTypesForbidden="SUICIDED" />
- </DestroyDie>
- <BuildingBehavior
- id="ModuleTag_BuildingBehavior"
- NightWindowObject="LIGHT_01" />
- <ProductionUpdate
- id="ModuleTag_06"
- GiveNoXP="true"
- Type="INFANTRY"
- NumDoorAnimations="1"
- DoorOpeningTime="0.66s"
- DoorWaitOpenTime="1.0s"
- DoorCloseTime="0.66s"
- NewObjectFadeInTime="0.5s">
- <GiveUpgradeToProduced>
- <UpgradeTranslate
- RequiredUpgrade="Upgrade_ProductionVeterancy_VETERAN"
- ProvidedUpgrade="Upgrade_CreationVeterancy_VETERAN" />
- <UpgradeTranslate
- RequiredUpgrade="Upgrade_ProductionVeterancy_ELITE"
- ProvidedUpgrade="Upgrade_CreationVeterancy_ELITE" />
- <UpgradeTranslate
- RequiredUpgrade="Upgrade_ProductionVeterancy_HEROIC"
- ProvidedUpgrade="Upgrade_CreationVeterancy_HEROIC" />
- </GiveUpgradeToProduced>
- </ProductionUpdate>
- <QueueProductionExitUpdate
- id="ModuleTag_07"
- PlacementViewAngle="45d"
- ExitDelaySeconds="0.07s">
- <UnitCreatePoint
- x="0.0"
- y="18.0" />
- <NaturalRallyPoint
- x="40.0"
- y="18.0" />
- </QueueProductionExitUpdate>
- <StructureUnpackUpdate
- id="ModuleTag_StructureUnpackUpdate"
- UnpackTime="=$SOVIET_BARRACKS_LOCAL_UNPACK_TIME" />
- <xi:include
- href="DATA:Includes/GenericBuildingRepair.xml" />
- <xi:include
- href="DATA:Includes/GenericEngineerContain.xml" />
- <xi:include
- href="DATA:Includes/GenericSovietBuildingDestruction.xml" />
- <xi:include
- href="DATA:Includes/GenericSovietBuildingSuicide.xml" />
- <xi:include
- href="DATA:Includes/InfiltratorContainInfantry.xml" />
- <StancesBehavior
- id="ModuleTag_Stance"
- StanceTemplate="Generic" />
- </Behaviors>
- <AI>
- <AIUpdate
- id="ModuleTag_SoWeCanUseWeapon"
- AutoAcquireEnemiesWhenIdle="NO"
- StateMachine="StructureAIStateMachine"/>
- </AI>
- <Body>
- <ActiveBody
- id="ModuleTag_05"
- MaxHealth="1250" />
- </Body>
- <Geometry>
- <Shape
- Type= "BOX"
- MajorRadius = "45.0"
- MinorRadius = "45.0"
- Height = "30.0"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "0.0"
- y = "0.0"
- z = "0.0" />
- </Shape>
- <Shape
- Type= "BOX"
- MajorRadius = "10.0"
- MinorRadius = "10.0"
- Height = "66.0"
- ContactPointGeneration = "STRUCTURE" >
- <Offset
- x = "-30.497"
- y = "-0.397858"
- z = "0.0" />
- </Shape>
- </Geometry>
- <AudioArrayVoice>
- <AudioEntry
- Sound="SOV_Barracks_Select"
- AudioType="voiceSelect" />
- </AudioArrayVoice>
- <!--
- <AudioArraySound>
- <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
- <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
- </AudioArraySound>
- -->
- <VisionInfo
- VisionRange="150"
- ShroudClearingRange="300" />
- <ProjectedBuildabilityInfo
- Radius="195"
- BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
- </GameObject>
- </AssetDeclaration>
|