SovietBaseDefenseGround.xml 18 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="ART:SBBaseDefenseGround_SKN.w3x" />
  9. <Include
  10. type="all"
  11. source="ART:SBBaseDefenseGround_ABTA.w3x" />
  12. <Include
  13. type="all"
  14. source="ART:SBBaseDefenseGround_AIDA.w3x" />
  15. <Include
  16. type="all"
  17. source="ART:SBBaseDefenseGround_BATA.w3x" />
  18. <Include
  19. type="all"
  20. source="ART:SBBaseDefenseGround_BIDA.w3x" />
  21. <Include
  22. type="all"
  23. source="ART:SBBaseDefenseGround_BLD.w3x" />
  24. <Include
  25. type="all"
  26. source="ART:SBBaseDefenseGround_ATKA.w3x" />
  27. <Include
  28. type="all"
  29. source="ART:SBBaseDefenseGround_FX.w3x" />
  30. <Include
  31. type="all"
  32. source="ART:SSBaseDefenseAdvanced_Scaffold.w3x" />
  33. <Include
  34. type="all"
  35. source="ART:FXTracer.xml" />
  36. <!-- Base Object -->
  37. <Include
  38. type="instance"
  39. source="DATA:BaseObjects/BaseSovietStructure.xml" />
  40. <Include
  41. type="all"
  42. source="ART:SBBaseDefenseAir_Platform_SKL.w3x" />
  43. <Include
  44. type="all"
  45. source="ART:SBBaseDefenseAir_Platform_BLD.w3x" />
  46. <Include
  47. type="all"
  48. source="ART:SBBaseDefenseAir_Platform_BLD_SKN.w3x" />
  49. </Includes>
  50. <Defines>
  51. <Define name="SOVIET_BASE_DEFENSE_GROUND_LOCAL_UNPACK_TIME" value="20s" />
  52. </Defines>
  53. <GameObject
  54. id="SovietBaseDefenseGround"
  55. inheritFrom="BaseSovietStructure"
  56. SelectPortrait="Portrait_SovietBaseDefenseGround_big"
  57. ButtonImage="Button_SovietBaseDefenseGround_small"
  58. Side="Soviet"
  59. EditorSorting="STRUCTURE"
  60. TransportSlotCount="1"
  61. BuildTime="0.0"
  62. EnergyProduction="-25"
  63. CommandSet="SovietBaseDefenseGroundCommandSet"
  64. KindOf="-NOT_AUTOACQUIRABLE +CAN_ATTACK +FS_BASE_DEFENSE +POWERED"
  65. RadarPriority="STRUCTURE"
  66. PlacementViewAngle="225d"
  67. CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE"
  68. ProductionQueueType="OTHER_STRUCTURE"
  69. BuildPlacementTypeFlag="OTHER_STRUCTURE"
  70. EditorName="SovietBaseDefenseGround"
  71. WeaponCategory="GUN"
  72. TypeDescription="Type:SovietBaseDefenseGround"
  73. Description="Desc:SovietBaseDefenseGround"
  74. HealthBoxHeightOffset="15">
  75. <DisplayName
  76. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:SovietBaseDefenseGround</DisplayName>
  77. <GameDependency>
  78. <RequiredObject>SovietPowerPlant</RequiredObject>
  79. </GameDependency>
  80. <ObjectResourceInfo>
  81. <BuildCost Account="=$ACCOUNT_ORE" Amount="800"/>
  82. </ObjectResourceInfo>
  83. <ArmorSet
  84. Armor="SovietBaseDefenseGroundArmor"
  85. DamageFX="FactionStructureDamageFX" />
  86. <SkirmishAIInformation
  87. BaseBuildingLocation="DEFENSE" >
  88. <ConstructionBaseSelectionCriteria
  89. ExcludedBaseTypes="NO_BUILD_RADIUS"
  90. PreferredBaseTypes="ENEMIES_IN_BASE UNDER_ATTACK"
  91. SortOrder="PREFER_MOST_RECENTLY_ATTACKED" />
  92. </SkirmishAIInformation>
  93. <Draws>
  94. <!-- DRAW GUN -->
  95. <ScriptedModelDraw
  96. id="ModuleTag_Draw_Gun"
  97. OkToChangeModelColor="true"
  98. ExtraPublicBone="gun turret FXMUZZLEFLASH_01 FXMUZZLEFLASH_02 FXMUZZLEFLASH_03 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">
  99. <ModelConditionState
  100. ParseCondStateType="PARSE_DEFAULT">
  101. <Model
  102. Name="SBBaseDefenseGround_SKN" />
  103. <WeaponFireFXBone
  104. WeaponSlotType="PRIMARY_WEAPON"
  105. BoneName="FXMUZZLEFLASH_" />
  106. <WeaponLaunchBone
  107. WeaponSlotType="PRIMARY_WEAPON"
  108. BoneName="FXMUZZLEFLASH_" />
  109. <Turret
  110. TurretNameKey="Turret"
  111. TurretID="1" />
  112. </ModelConditionState>
  113. <ModelConditionState
  114. ParseCondStateType="PARSE_NORMAL"
  115. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  116. <Model
  117. Name="SBBaseDefenseGround_SKN" />
  118. <Texture
  119. Original="SBBuilding_Holes"
  120. New="SBBuilding_FP" />
  121. <Texture
  122. Original="SBBuilding_Filler"
  123. New="SBBuilding_FP" />
  124. </ModelConditionState>
  125. <ModelConditionState
  126. ParseCondStateType="PARSE_NORMAL"
  127. ConditionsYes="STRUCTURE_UNPACKING">
  128. <Model
  129. Name="SBBaseDefenseGround_SKN" />
  130. </ModelConditionState>
  131. <AnimationState
  132. ParseCondStateType="PARSE_DEFAULT"
  133. Flags="RESTART_ANIM_WHEN_COMPLETE"
  134. StateName="STATE_Bored">
  135. <Animation
  136. AnimationName="SBBaseDefenseGround_BIDA"
  137. AnimationMode="ONCE" />
  138. <Script>
  139. Prev = CurDrawablePrevAnimationState()
  140. if Prev == "STATE_Selected" then
  141. CurDrawableSetTransitionAnimState("TRANS_attentionToBored")
  142. elseif Prev == "STATE_Engaged" then
  143. CurDrawableSetTransitionAnimState("TRANS_attentionToBored")
  144. elseif Prev == "STATE_Firing_A" then
  145. CurDrawableSetTransitionAnimState("TRANS_attentionToBored")
  146. end
  147. </Script>
  148. </AnimationState>
  149. <AnimationState
  150. ParseCondStateType="PARSE_NORMAL"
  151. ConditionsYes="SOLD"
  152. Flags="START_FRAME_LAST">
  153. <Animation
  154. AnimationName="SBBaseDefenseGround_BLD"
  155. AnimationMode="ONCE_BACKWARDS"
  156. AnimationBlendTime="0"
  157. AnimationAbsoluteTime="2s"/>
  158. </AnimationState>
  159. <AnimationState
  160. ParseCondStateType="PARSE_NORMAL"
  161. ConditionsYes="STRUCTURE_UNPACKING">
  162. <Animation
  163. AnimationName="SBBaseDefenseGround_BLD"
  164. AnimationMode="MATCH_UNPACKING"
  165. AnimationBlendTime="0" />
  166. <ParticleSysBone
  167. BoneName="NONE"
  168. FXParticleSystemTemplate="Con_Tiny"
  169. FollowBone="true" />
  170. <ParticleSysBone
  171. BoneName="NONE"
  172. FXParticleSystemTemplate="Con_Lights"
  173. FollowBone="true" />
  174. <ParticleSysBone
  175. BoneName="NONE"
  176. FXParticleSystemTemplate="Con_Flash"
  177. FollowBone="true" />
  178. </AnimationState>
  179. <AnimationState
  180. ParseCondStateType="PARSE_NORMAL"
  181. ConditionsYes="FIRING_A">
  182. <Animation
  183. AnimationName="SBBaseDefenseGround_ATKA"
  184. AnimationMode="LOOP" />
  185. <Script>
  186. Prev = CurDrawablePrevAnimationState()
  187. if Prev == "STATE_Bored" then
  188. CurDrawableSetTransitionAnimState("TRANS_boredToAttention")
  189. end
  190. </Script>
  191. </AnimationState>
  192. <AnimationState
  193. ParseCondStateType="PARSE_NORMAL"
  194. ConditionsYes="ENGAGED">
  195. <Animation
  196. AnimationName="SBBaseDefenseGround_AIDA"
  197. AnimationMode="LOOP" />
  198. <Script>
  199. Prev = CurDrawablePrevAnimationState()
  200. if Prev == "STATE_Bored" then
  201. CurDrawableSetTransitionAnimState("TRANS_boredToAttention")
  202. end
  203. </Script>
  204. </AnimationState>
  205. <AnimationState
  206. ParseCondStateType="PARSE_NORMAL"
  207. ConditionsYes="SELECTED"
  208. Flags="RESTART_ANIM_WHEN_COMPLETE"
  209. StateName="STATE_Selected">
  210. <Animation
  211. AnimationName="SBBaseDefenseGround_AIDA"
  212. AnimationMode="ONCE" />
  213. <Script>
  214. Prev = CurDrawablePrevAnimationState()
  215. if Prev == "STATE_Bored" then
  216. CurDrawableSetTransitionAnimState("TRANS_boredToAttention")
  217. end
  218. </Script>
  219. </AnimationState>
  220. <AnimationState
  221. ParseCondStateType="PARSE_TRANSITION"
  222. StateName="TRANS_boredToAttention">
  223. <Animation
  224. AnimationName="SBBaseDefenseGround_BATA"
  225. AnimationMode="ONCE" />
  226. </AnimationState>
  227. <AnimationState
  228. ParseCondStateType="PARSE_TRANSITION"
  229. StateName="TRANS_attentionToBored">
  230. <Animation
  231. AnimationName="SBBaseDefenseGround_ABTA"
  232. AnimationMode="ONCE" />
  233. </AnimationState>
  234. </ScriptedModelDraw>
  235. <!-- DRAW PLATFORM -->
  236. <ScriptedModelDraw
  237. id="ModuleTag_Draw_Platform"
  238. OkToChangeModelColor="true">
  239. <ModelConditionState
  240. ParseCondStateType="PARSE_DEFAULT">
  241. <Model
  242. Name="SBBaseDefenseAir_Platform" />
  243. </ModelConditionState>
  244. <AnimationState
  245. ParseCondStateType="PARSE_DEFAULT">
  246. <Script>
  247. CurDrawableShowSubObjectPermanently("Bib")
  248. CurDrawableHideSubObjectPermanently("Platform")
  249. CurDrawableHideSubObjectPermanently("Platform_FX")
  250. </Script>
  251. </AnimationState>
  252. <AnimationState
  253. ParseCondStateType="PARSE_NORMAL">
  254. <Script>
  255. CurDrawableShowSubObjectPermanently("Bib")
  256. CurDrawableHideSubObjectPermanently("Platform")
  257. CurDrawableHideSubObjectPermanently("Platform_FX")
  258. </Script>
  259. </AnimationState>
  260. <AnimationState
  261. ParseCondStateType="PARSE_NORMAL"
  262. ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
  263. <Animation
  264. AnimationName="SBBaseDefenseAir_Platform_BLD"
  265. AnimationMode="ONCE"/>
  266. <ParticleSysBone
  267. BoneName="None"
  268. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  269. FollowBone="true" />
  270. <ParticleSysBone
  271. BoneName="None"
  272. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  273. FollowBone="true" />
  274. <ParticleSysBone
  275. BoneName="None"
  276. FXParticleSystemTemplate="AlliedPowerPlantBuildupFlashes"
  277. FollowBone="true" />
  278. <ParticleSysBone
  279. BoneName="None"
  280. FXParticleSystemTemplate="AlliedPowerPlantBuildupSparksSeed"
  281. FollowBone="true" />
  282. </AnimationState>
  283. <AnimationState
  284. ParseCondStateType="PARSE_NORMAL"
  285. ConditionsYes="OVER_WATER"
  286. Flags="START_FRAME_LAST">
  287. <Animation
  288. AnimationName="SBBaseDefenseAir_Platform_BLD"
  289. AnimationBlendTime="0"
  290. AnimationMode="ONCE"
  291. AnimationAbsoluteTime="2s"/>
  292. <Script>
  293. CurDrawableShowSubObjectPermanently("Platform")
  294. CurDrawableShowSubObjectPermanently("Platform_FX")
  295. CurDrawableHideSubObjectPermanently("Bib")
  296. </Script>
  297. </AnimationState>
  298. <AnimationState
  299. ParseCondStateType="PARSE_NORMAL"
  300. ConditionsYes="OVER_WATER SOLD"
  301. Flags="START_FRAME_LAST">
  302. <Animation
  303. AnimationName="SBBaseDefenseAir_Platform_BLD"
  304. AnimationBlendTime="0"
  305. AnimationMode="ONCE_BACKWARDS"
  306. AnimationAbsoluteTime="2s"/>
  307. </AnimationState>
  308. </ScriptedModelDraw>
  309. <!-- DRAW SCAFFOLD -->
  310. <ScriptedModelDraw
  311. id="ModuleTag_Draw_Scaffold"
  312. OkToChangeModelColor="true"
  313. 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">
  314. <ModelConditionState
  315. ParseCondStateType="PARSE_DEFAULT">
  316. <Model
  317. Name="" />
  318. </ModelConditionState>
  319. <ModelConditionState
  320. ParseCondStateType="PARSE_NORMAL"
  321. ConditionsYes="SOLD">
  322. <Model
  323. Name="SSBaseDefenseAdvanced_Scaffold" />
  324. </ModelConditionState>
  325. <ModelConditionState
  326. ParseCondStateType="PARSE_NORMAL"
  327. ConditionsYes="STRUCTURE_UNPACKING JUST_BUILT">
  328. <Model
  329. Name="" />
  330. </ModelConditionState>
  331. <ModelConditionState
  332. ParseCondStateType="PARSE_NORMAL"
  333. ConditionsYes="STRUCTURE_UNPACKING">
  334. <Model
  335. Name="SSBaseDefenseAdvanced_Scaffold" />
  336. </ModelConditionState>
  337. <AnimationState
  338. ParseCondStateType="PARSE_DEFAULT">
  339. </AnimationState>
  340. <AnimationState
  341. ParseCondStateType="PARSE_NORMAL"
  342. ConditionsYes="SOLD"
  343. Flags="START_FRAME_LAST">
  344. <Animation
  345. AnimationName="SSBaseDefenseAdvanced_Scaffold"
  346. AnimationMode="ONCE_BACKWARDS"
  347. AnimationAbsoluteTime="2s"/>
  348. </AnimationState>
  349. <AnimationState
  350. ParseCondStateType="PARSE_NORMAL"
  351. ConditionsYes="STRUCTURE_UNPACKING">
  352. <Animation
  353. AnimationName="SSBaseDefenseAdvanced_Scaffold"
  354. AnimationMode="MATCH_UNPACKING"
  355. AnimationBlendTime="0" />
  356. </AnimationState>
  357. </ScriptedModelDraw>
  358. <!-- DRAW PARTICLES -->
  359. <ScriptedModelDraw
  360. id="ModuleTag_Draw_FX"
  361. OkToChangeModelColor="true">
  362. <ModelConditionState
  363. ParseCondStateType="PARSE_DEFAULT">
  364. <Model
  365. Name="SBBaseDefenseGround_FX" />
  366. </ModelConditionState>
  367. <ModelConditionState
  368. ParseCondStateType="PARSE_NORMAL"
  369. ConditionsYes="DAMAGED">
  370. <Model
  371. Name="SBBaseDefenseGround_FX" />
  372. <ParticleSysBone
  373. BoneName="FX_BONE01"
  374. FXParticleSystemTemplate="BuildingDamageFire"
  375. FollowBone="true"/>
  376. <ParticleSysBone
  377. BoneName="FX_BONE01"
  378. FXParticleSystemTemplate="BuildingDamageFire02"
  379. FollowBone="true"/>
  380. <ParticleSysBone
  381. BoneName="FX_BONE01"
  382. FXParticleSystemTemplate="BuildingDamageSmoke"
  383. FollowBone="true"/>
  384. </ModelConditionState>
  385. <ModelConditionState
  386. ParseCondStateType="PARSE_NORMAL"
  387. ConditionsYes="REALLYDAMAGED">
  388. <Model
  389. Name="SBBaseDefenseGround_FX" />
  390. <ParticleSysBone
  391. BoneName="FX_BONE01"
  392. FXParticleSystemTemplate="BuildingDamageFire"
  393. FollowBone="true"/>
  394. <ParticleSysBone
  395. BoneName="FX_BONE01"
  396. FXParticleSystemTemplate="BuildingDamageFire02"
  397. FollowBone="true"/>
  398. <ParticleSysBone
  399. BoneName="FX_BONE01"
  400. FXParticleSystemTemplate="BuildingDamageSmoke"
  401. FollowBone="true"/>
  402. <ParticleSysBone
  403. BoneName="FX_BONE02"
  404. FXParticleSystemTemplate="BuildingDamageFire"
  405. FollowBone="true"/>
  406. <ParticleSysBone
  407. BoneName="FX_BONE02"
  408. FXParticleSystemTemplate="BuildingDamageFire02"
  409. FollowBone="true"/>
  410. <ParticleSysBone
  411. BoneName="FX_BONE02"
  412. FXParticleSystemTemplate="BuildingDamageSmoke"
  413. FollowBone="true"/>
  414. </ModelConditionState>
  415. </ScriptedModelDraw>
  416. <TracerModelDraw
  417. id="ModuleTag_TracerModelDraw"
  418. MinLength="15.0"
  419. MaxLength="30.0"
  420. Width="8.0"
  421. MinSpeed="20"
  422. MaxSpeed="25"
  423. SweepSpeed="3.0"
  424. SpreadAngle="4.0"
  425. MinTracersPerFrame=".5"
  426. MaxTracersPerFrame=".8"
  427. FrameLifeTime="35"
  428. WeaponSlotType="PRIMARY_WEAPON"
  429. Texture="FXTracer"
  430. UseAdditiveBlending="true">
  431. <HeadColor
  432. r="1.0"
  433. g="1.0"
  434. b="1.0"
  435. a="1.0" />
  436. <TailColor
  437. r="1.0"
  438. g="1.0"
  439. b="1.0"
  440. a="1.0" />
  441. </TracerModelDraw>
  442. </Draws>
  443. <Behaviors>
  444. <WeaponSetUpdate
  445. id="ModuleTag_WeaponSetUpdate">
  446. <WeaponSlotTurret
  447. ID="1">
  448. <Weapon
  449. Ordering="PRIMARY_WEAPON"
  450. Template="SovietBaseDefenseGroundSentryGun" />
  451. <TurretSettings
  452. TurretTurnRate="200"
  453. TurretPitchRate="100"
  454. AllowsPitch="true"
  455. MinimumPitch="-60d"
  456. PitchHeight="90%"
  457. MinIdleScanTime="1.0s"
  458. MaxIdleScanTime="5.0s"
  459. MinIdleScanAngle="0.0"
  460. MaxIdleScanAngle="0.0">
  461. <TurretAITargetChooserData
  462. StartupDelay="1.0s"/>
  463. </TurretSettings>
  464. </WeaponSlotTurret>
  465. </WeaponSetUpdate>
  466. <!-- slow death must be defined before the structure topple.
  467. <SlowDeath
  468. id="ModuleTag_Death"
  469. SinkDelay="4.0s"
  470. SinkRate="4.0"
  471. DestructionDelay="10.0s">
  472. <Sound Type="INITIAL" List="HumanFaction_SmallBuilding_DieMS" /
  473. <DieMuxData
  474. DeathTypes="ALL"
  475. DeathTypesForbidden="SUICIDED" />
  476. </SlowDeath> -->
  477. <StancesBehavior
  478. id="ModuleTag_Stance"
  479. StanceTemplate="OffensiveStructures" />
  480. <Physics
  481. id="ModuleTag_Physics"/>
  482. <BuildingDestructionBehavior
  483. id="ModuleTag_BuildingDestruction"
  484. FillerMesh="NEWSKIN_FILL">
  485. <DieMuxData
  486. DeathTypes="ALL"
  487. DeathTypesForbidden="SUICIDED"/>
  488. <Item
  489. BonePrefix="BONE_CONTACT_POINT_"
  490. FX="SovietRefineryHit"
  491. FlingVelocity="100.0"/>
  492. </BuildingDestructionBehavior>
  493. <FXListBehavior
  494. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
  495. <DieMuxData
  496. DeathTypes="ALL" />
  497. <Event
  498. Index="onDeath"
  499. FX="FX_YU_Hotel02_Explode" />
  500. </FXListBehavior>
  501. <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
  502. <DieMuxData DeathTypes="ALL" />
  503. <Event Index="onDeath" FX="FX_SmallBuildingDieExplosion" />
  504. </FXListBehavior>
  505. <CreateObjectDie
  506. id="ModuleTag_CreateObjectDie"
  507. CreationList="SBDefenseGround_Die_OCL">
  508. <DieMuxData
  509. DeathTypes="ALL"
  510. DeathTypesForbidden="SUICIDED" />
  511. </CreateObjectDie>
  512. <DestroyDie
  513. id="ModuleTag_Die">
  514. <DieMuxData
  515. DeathTypes="ALL"
  516. DeathTypesForbidden="SUICIDED" />
  517. </DestroyDie>
  518. <StructureUnpackUpdate
  519. id="ModuleTag_StructureUnpackUpdate"
  520. UnpackTime="=$SOVIET_BASE_DEFENSE_GROUND_LOCAL_UNPACK_TIME" />
  521. <xi:include
  522. href="../../Includes/GenericBuildingRepair.xml" />
  523. <xi:include
  524. href="../../Includes/GenericSovietBuildingSuicide.xml" />
  525. <xi:include
  526. href="../../Includes/RepairAlliesEngineerContain.xml" />
  527. </Behaviors>
  528. <AI>
  529. <AIUpdate
  530. id="ModuleTag_AI"
  531. AutoAcquireEnemiesWhenIdle="YES"
  532. StateMachine="OffensiveStructureAIStateMachine">
  533. <UnitAITargetChooserData
  534. CanPickDynamicTargets="false"
  535. IdleScanDelay="0.2s" />
  536. </AIUpdate>
  537. </AI>
  538. <Body>
  539. <ActiveBody
  540. id="ModuleTag_Body"
  541. MaxHealth="625" />
  542. </Body>
  543. <Geometry
  544. IsSmall="false">
  545. <Shape
  546. Type= "BOX"
  547. MajorRadius = "7.5"
  548. MinorRadius = "7.5"
  549. Height = "15.0"
  550. ContactPointGeneration = "STRUCTURE" >
  551. <Offset
  552. x = "0.0"
  553. y = "0.0"
  554. z = "0.0" />
  555. </Shape>
  556. <Shape
  557. Type= "BOX"
  558. MajorRadius = "15.0"
  559. MinorRadius = "15.0"
  560. Height = "8.1" >
  561. <Offset
  562. x = "0.0"
  563. y = "0.0"
  564. z = "0.0" />
  565. </Shape>
  566. </Geometry>
  567. <AudioArrayVoice>
  568. <AudioEntry
  569. Sound="AudioEvent:SOV_SentryGun_Select"
  570. AudioType="voiceSelect" />
  571. </AudioArrayVoice>
  572. <!--
  573. <AudioArraySound>
  574. <AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" />
  575. <AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
  576. </AudioArraySound>
  577. -->
  578. <VisionInfo
  579. VisionRange="310"
  580. ShroudClearingRange="500" />
  581. <ProjectedBuildabilityInfo
  582. Radius="0"
  583. BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
  584. </GameObject>
  585. </AssetDeclaration>