SovietSuperWeapon.xml 17 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:Soviet_Place_Holder.xml" />
  9. <Include
  10. type="all"
  11. source="ART:SBSuperweapon_SKN.w3x" />
  12. <Include
  13. type="all"
  14. source="ART:SBSuperweapon_IDLA.w3x" />
  15. <Include
  16. type="all"
  17. source="ART:SBSuperweapon_BLD.w3x" />
  18. <Include
  19. type="all"
  20. source="ART:SBSuperweapon_FX.w3x" />
  21. <Include
  22. type="all"
  23. source="ART:SBSuperweapon_FXFire_SKN.w3x" />
  24. <Include
  25. type="all"
  26. source="ART:SBSuperweapon_FXFire_IDLA.w3x" />
  27. <Include
  28. type="all"
  29. source="ART:SBSuperweapon_FXFire_RDYA.w3x" />
  30. <Include
  31. type="all"
  32. source="ART:SBSuperweapon_FXFire_FIRA.w3x" />
  33. <Include
  34. type="all"
  35. source="ART:SBSuperweaponAdvanced_Platform.w3x" />
  36. <Include
  37. type="all"
  38. source="ART:SBSuperweaponAdvanced_Platform_BLD.w3x" />
  39. <Include
  40. type="all"
  41. source="ART:SBSuperweapon_Scaffold.w3x" />
  42. <!-- Base Object -->
  43. <Include
  44. type="instance"
  45. source="DATA:BaseObjects/BaseSovietStructure.xml" />
  46. </Includes>
  47. <Defines>
  48. <Define name="SOVIET_SUPERWEAPON_LOCAL_UNPACK_TIME" value="30s" />
  49. </Defines>
  50. <GameObject
  51. id="SovietSuperWeapon"
  52. inheritFrom="BaseSovietStructure"
  53. ButtonImage="Button_SovietSuperWeapon_small"
  54. SelectPortrait="Portrait_SovietSuperWeapon_big"
  55. Side="Soviet"
  56. EditorSorting="STRUCTURE"
  57. TransportSlotCount="1"
  58. BuildTime="0.0"
  59. EnergyProduction="-75"
  60. CommandSet="SovietSuperWeaponCommandSet"
  61. KindOf="+POWERED +REVEAL_TO_ALL +UNIQUE_UNIT +SUPER_WEAPON"
  62. RadarPriority="STRUCTURE"
  63. PlacementViewAngle="225d"
  64. ProductionQueueType="OTHER_STRUCTURE"
  65. BuildPlacementTypeFlag="OTHER_STRUCTURE"
  66. EditorName="SovietSuperWeapon"
  67. Description="Desc:SovietSuperWeapon"
  68. TypeDescription="Type:SovietSuperWeapon"
  69. MaxSimultaneousOfType="1">
  70. <DisplayName
  71. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:SovietSuperWeapon</DisplayName>
  72. <GameDependency>
  73. <RequiredObject>SovietPowerPlantAdvanced</RequiredObject>
  74. </GameDependency>
  75. <ObjectResourceInfo>
  76. <BuildCost Account="=$ACCOUNT_ORE" Amount="3000"/>
  77. </ObjectResourceInfo>
  78. <ArmorSet
  79. Armor="SovietSuperWeaponArmor"
  80. DamageFX="FactionStructureDamageFX" />
  81. <SkirmishAIInformation
  82. BaseBuildingLocation="CENTER">
  83. <ConstructionBaseSelectionCriteria
  84. ExcludedBaseTypes="NO_BUILD_RADIUS CAPTURED"
  85. PreferredBaseTypes="MAIN_BASE"
  86. SortOrder="PREFER_OLDEST" />
  87. </SkirmishAIInformation>
  88. <Draws>
  89. <ScriptedModelDraw
  90. id="ModuleTag_Draw"
  91. OkToChangeModelColor="true"
  92. ExtraPublicBone="BONE_CONTACT_POINT_01 BONE_CONTACT_POINT_02 BONE_CONTACT_POINT_03 BONE_CONTACT_POINT_04 BONE_CONTACT_POINT_05 BONE_CONTACT_POINT_06">
  93. <ModelConditionState
  94. ParseCondStateType="PARSE_DEFAULT">
  95. <Model
  96. Name="SBSuperweapon_SKN" />
  97. </ModelConditionState>
  98. <ModelConditionState
  99. ParseCondStateType="PARSE_NORMAL"
  100. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  101. <Model
  102. Name="SBSuperweapon_SKN" />
  103. <Texture
  104. Original="SBBuilding_Holes"
  105. New="SBBuilding_FP" />
  106. <Texture
  107. Original="SBBuilding_Filler"
  108. New="SBBuilding_FP" />
  109. </ModelConditionState>
  110. <AnimationState
  111. ParseCondStateType="PARSE_DEFAULT">
  112. <Animation
  113. AnimationName="SBSuperweapon_IDLA"
  114. AnimationMode="LOOP"/>
  115. </AnimationState>
  116. <AnimationState
  117. ParseCondStateType="PARSE_NORMAL"
  118. ConditionsYes="SOLD"
  119. Flags="START_FRAME_LAST">
  120. <Animation
  121. AnimationName="SBSuperweapon_BLD"
  122. AnimationMode="ONCE_BACKWARDS"
  123. AnimationAbsoluteTime="2s"/>
  124. </AnimationState>
  125. <AnimationState
  126. ParseCondStateType="PARSE_NORMAL"
  127. ConditionsYes="STRUCTURE_UNPACKING">
  128. <Animation
  129. AnimationName="SBSuperweapon_BLD"
  130. AnimationMode="MATCH_UNPACKING"
  131. AnimationBlendTime="0"
  132. AnimationAbsoluteTime="=$SOVIET_SUPERWEAPON_LOCAL_UNPACK_TIME"/>
  133. </AnimationState>
  134. </ScriptedModelDraw>
  135. <!-- DRAW FIRING FX -->
  136. <ScriptedModelDraw
  137. id="ModuleTag_Draw_FireFX">
  138. <ModelConditionState
  139. ParseCondStateType="PARSE_DEFAULT">
  140. <Model
  141. Name="SBSuperweapon_FXFire_SKN" />
  142. </ModelConditionState>
  143. <AnimationState
  144. ParseCondStateType="PARSE_DEFAULT"
  145. StateName="STATE_Idle">
  146. <Animation
  147. AnimationName="SBSuperweapon_FXFire_IDLA"
  148. AnimationMode="LOOP"/>
  149. <Script>
  150. Prev = CurDrawablePrevAnimationState()
  151. if Prev == "STATE_Ready" then
  152. CurDrawableSetTransitionAnimState("TRANS_Firing")
  153. end
  154. </Script>
  155. </AnimationState>
  156. <AnimationState
  157. ParseCondStateType="PARSE_NORMAL"
  158. ConditionsYes="SPECIALPOWER1_READY"
  159. StateName="STATE_Ready">
  160. <Animation
  161. AnimationName="SBSuperweapon_FXFire_RDYA"/>
  162. </AnimationState>
  163. <AnimationState
  164. ParseCondStateType="PARSE_TRANSITION"
  165. StateName="TRANS_Firing" >
  166. <Animation
  167. AnimationName="SBSuperweapon_FXFire_FIRA"
  168. AnimationMode="ONCE" />
  169. </AnimationState>
  170. </ScriptedModelDraw>
  171. <!-- DRAW PLATFORM -->
  172. <ScriptedModelDraw
  173. id="ModuleTag_Draw_Platform"
  174. OkToChangeModelColor="true">
  175. <ModelConditionState
  176. ParseCondStateType="PARSE_DEFAULT">
  177. <Model
  178. Name="SBSuperweaponAdvanced_Platform" />
  179. </ModelConditionState>
  180. <ModelConditionState
  181. ParseCondStateType="PARSE_NORMAL"
  182. ConditionsYes="STRUCTURE_UNPACKING OVER_WATER">
  183. <Model
  184. Name="SBSuperweaponAdvanced_Platform_BLD"/>
  185. <ParticleSysBone
  186. BoneName="None"
  187. FXParticleSystemTemplate="ABPowerPlantWakeSplash"
  188. FollowBone="true" />
  189. </ModelConditionState>
  190. <ModelConditionState
  191. ParseCondStateType="PARSE_NORMAL"
  192. ConditionsYes="STRUCTURE_UNPACKING">
  193. <Model
  194. Name="SBSuperweaponAdvanced_Platform_BLD"/>
  195. </ModelConditionState>
  196. <ModelConditionState
  197. ParseCondStateType="PARSE_NORMAL"
  198. ConditionsYes="SOLD OVER_WATER">
  199. <Model
  200. Name="SBSuperweaponAdvanced_Platform_BLD"/>
  201. <ParticleSysBone
  202. BoneName="None"
  203. FXParticleSystemTemplate="ABPowerPlantWakeSplash"
  204. FollowBone="true" />
  205. </ModelConditionState>
  206. <ModelConditionState
  207. ParseCondStateType="PARSE_NORMAL"
  208. ConditionsYes="SOLD">
  209. <Model
  210. Name="SBSuperweaponAdvanced_Platform_BLD"/>
  211. </ModelConditionState>
  212. <AnimationState
  213. ParseCondStateType="PARSE_DEFAULT">
  214. <Script>
  215. CurDrawableShowSubObjectPermanently("Bib")
  216. CurDrawableHideSubObjectPermanently("Platform")
  217. CurDrawableHideSubObjectPermanently("Platform_FX")
  218. </Script>
  219. </AnimationState>
  220. <AnimationState
  221. ParseCondStateType="PARSE_NORMAL"
  222. ConditionsYes="OVER_WATER STRUCTURE_UNPACKING ">
  223. <Animation
  224. AnimationName="SBSuperweaponAdvanced_Platform_BLD"
  225. AnimationMode="ONCE"
  226. AnimationBlendTime="0" />
  227. <Script>
  228. CurDrawableHideSubObjectPermanently("Bib")
  229. CurDrawableShowSubObjectPermanently("Platform")
  230. CurDrawableShowSubObjectPermanently("Platform_FX")
  231. </Script>
  232. <ParticleSysBone
  233. BoneName="None"
  234. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  235. FollowBone="true" />
  236. <ParticleSysBone
  237. BoneName="None"
  238. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  239. FollowBone="true" />
  240. <ParticleSysBone
  241. BoneName="None"
  242. FXParticleSystemTemplate="AlliedPowerPlantBuildupFlashes"
  243. FollowBone="true" />
  244. <ParticleSysBone
  245. BoneName="None"
  246. FXParticleSystemTemplate="AlliedPowerPlantBuildupSparksSeed"
  247. FollowBone="true" />
  248. </AnimationState>
  249. <AnimationState
  250. ParseCondStateType="PARSE_NORMAL"
  251. ConditionsYes="STRUCTURE_UNPACKING">
  252. <Animation
  253. AnimationName="SBSuperweaponAdvanced_Platform_BLD"
  254. AnimationMode="ONCE"
  255. AnimationBlendTime="0" />
  256. <Script>
  257. CurDrawableShowSubObjectPermanently("Bib")
  258. CurDrawableHideSubObjectPermanently("Platform")
  259. CurDrawableHideSubObjectPermanently("Platform_FX")
  260. </Script>
  261. <ParticleSysBone
  262. BoneName="None"
  263. FXParticleSystemTemplate="AlliedPowerPlantBuildupFlashes"
  264. FollowBone="true" />
  265. <ParticleSysBone
  266. BoneName="None"
  267. FXParticleSystemTemplate="AlliedPowerPlantBuildupSparksSeed"
  268. FollowBone="true" />
  269. </AnimationState>
  270. <AnimationState
  271. ParseCondStateType="PARSE_NORMAL"
  272. ConditionsYes="OVER_WATER SOLD"
  273. Flags="START_FRAME_LAST">
  274. <Animation
  275. AnimationName="SBSuperweaponAdvanced_Platform_BLD"
  276. AnimationMode="ONCE_BACKWARDS"
  277. AnimationAbsoluteTime="2s"/>
  278. <ParticleSysBone
  279. BoneName="None"
  280. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  281. FollowBone="true" />
  282. <ParticleSysBone
  283. BoneName="None"
  284. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  285. FollowBone="true" />
  286. </AnimationState>
  287. <AnimationState
  288. ParseCondStateType="PARSE_NORMAL"
  289. ConditionsYes="SOLD"
  290. Flags="START_FRAME_LAST">
  291. <Animation
  292. AnimationName="SBSuperweaponAdvanced_Platform_BLD"
  293. AnimationMode="ONCE_BACKWARDS"
  294. AnimationAbsoluteTime="2s"/>
  295. </AnimationState>
  296. <AnimationState
  297. ParseCondStateType="PARSE_NORMAL"
  298. ConditionsYes="OVER_WATER">
  299. <Script>
  300. CurDrawableHideSubObjectPermanently("Bib")
  301. CurDrawableShowSubObjectPermanently("Platform")
  302. CurDrawableShowSubObjectPermanently("Platform_FX")
  303. </Script>
  304. </AnimationState>
  305. </ScriptedModelDraw>
  306. <!-- DRAW SCAFFOLD -->
  307. <ScriptedModelDraw
  308. id="ModuleTag_Draw_Scaffold"
  309. OkToChangeModelColor="true"
  310. 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">
  311. <ModelConditionState
  312. ParseCondStateType="PARSE_DEFAULT">
  313. <Model
  314. Name="" />
  315. </ModelConditionState>
  316. <ModelConditionState
  317. ParseCondStateType="PARSE_NORMAL"
  318. ConditionsYes="SOLD">
  319. <Model
  320. Name="SBSuperweapon_Scaffold" />
  321. </ModelConditionState>
  322. <ModelConditionState
  323. ParseCondStateType="PARSE_NORMAL"
  324. ConditionsYes="STRUCTURE_UNPACKING JUST_BUILT">
  325. <Model
  326. Name="" />
  327. </ModelConditionState>
  328. <ModelConditionState
  329. ParseCondStateType="PARSE_NORMAL"
  330. ConditionsYes="STRUCTURE_UNPACKING">
  331. <Model
  332. Name="SBSuperweapon_Scaffold" />
  333. </ModelConditionState>
  334. <AnimationState
  335. ParseCondStateType="PARSE_DEFAULT">
  336. </AnimationState>
  337. <AnimationState
  338. ParseCondStateType="PARSE_NORMAL"
  339. ConditionsYes="SOLD"
  340. Flags="START_FRAME_LAST">
  341. <Animation
  342. AnimationName="SBSuperweapon_Scaffold"
  343. AnimationMode="ONCE_BACKWARDS"
  344. AnimationAbsoluteTime="2s"/>
  345. </AnimationState>
  346. <AnimationState
  347. ParseCondStateType="PARSE_NORMAL"
  348. ConditionsYes="STRUCTURE_UNPACKING">
  349. <Animation
  350. AnimationName="SBSuperweapon_Scaffold"
  351. AnimationMode="MATCH_UNPACKING"
  352. AnimationBlendTime="0"
  353. AnimationAbsoluteTime="=$SOVIET_SUPERWEAPON_LOCAL_UNPACK_TIME"/>
  354. </AnimationState>
  355. </ScriptedModelDraw>
  356. <!-- DRAW PARTICLES -->
  357. <ScriptedModelDraw
  358. id="ModuleTag_Draw_FX"
  359. OkToChangeModelColor="true">
  360. <ModelConditionState
  361. ParseCondStateType="PARSE_DEFAULT">
  362. <Model
  363. Name="SBSuperweapon_FX" />
  364. </ModelConditionState>
  365. <ModelConditionState
  366. ParseCondStateType="PARSE_NORMAL"
  367. ConditionsYes="DAMAGED">
  368. <Model
  369. Name="SBSuperweapon_FX" />
  370. <ParticleSysBone
  371. BoneName="FX_BONE01"
  372. FXParticleSystemTemplate="GenericDStateSmoke"
  373. FollowBone="true"/>
  374. <ParticleSysBone
  375. BoneName="FX_BONE01"
  376. FXParticleSystemTemplate="GenericDStateFire"
  377. FollowBone="true"/>
  378. </ModelConditionState>
  379. <ModelConditionState
  380. ParseCondStateType="PARSE_NORMAL"
  381. ConditionsYes="REALLYDAMAGED">
  382. <Model
  383. Name="SBSuperweapon_FX" />
  384. <ParticleSysBone
  385. BoneName="FX_BONE01"
  386. FXParticleSystemTemplate="GenericDStateSmoke"
  387. FollowBone="true"/>
  388. <ParticleSysBone
  389. BoneName="FX_BONE01"
  390. FXParticleSystemTemplate="GenericDStateFire"
  391. FollowBone="true"/>
  392. <ParticleSysBone
  393. BoneName="FX_BONE02"
  394. FXParticleSystemTemplate="GenericDStateSmoke"
  395. FollowBone="true"/>
  396. <ParticleSysBone
  397. BoneName="FX_BONE02"
  398. FXParticleSystemTemplate="GenericDStateFire"
  399. FollowBone="true"/>
  400. </ModelConditionState>
  401. </ScriptedModelDraw>
  402. </Draws>
  403. <Behaviors>
  404. <Physics
  405. id="ModuleTag_Physics"/>
  406. <BuildingDestructionBehavior
  407. id="ModuleTag_BuildingDestruction"
  408. FillerMesh="NEWSKIN_FILL">
  409. <DieMuxData
  410. DeathTypes="ALL"
  411. DeathTypesForbidden="SUICIDED"/>
  412. <Item
  413. BonePrefix="BONE_CONTACT_POINT_"
  414. FX="SovietRefineryHit"
  415. CreationObject="SovietPowerPlant_Debris"
  416. FlingVelocity="100.0"/>
  417. </BuildingDestructionBehavior>
  418. <BuildingBehavior
  419. id="ModuleTag_BuildingBehavior"
  420. NightWindowObject="LIGHT_01" />
  421. <FXListBehavior
  422. id="ModuleTag_FXList">
  423. <DieMuxData
  424. DeathTypes="ALL" />
  425. <Event
  426. Index="onDeath"
  427. FX="FX_YU_Hotel02_Explode" />
  428. <Event
  429. Index="onDeath"
  430. FX="FX_SOV_IronCurtain_Die" />
  431. </FXListBehavior>
  432. <CreateObjectDie
  433. id="ModuleTag_CreateObjectDie"
  434. CreationList="SBSuperWeapon_Die_OCL">
  435. <DieMuxData
  436. DeathTypes="ALL"
  437. DeathTypesForbidden="SUICIDED"
  438. ExemptStatus="OVER_WATER" />
  439. </CreateObjectDie>
  440. <CreateObjectDie
  441. id="ModuleTag_CreateObjectDieOnWater"
  442. CreationList="SBSuperWeaponPlatform_Die_OCL">
  443. <DieMuxData
  444. DeathTypes="ALL"
  445. DeathTypesForbidden="SUICIDED"
  446. RequiredStatus="OVER_WATER" />
  447. </CreateObjectDie>
  448. <DestroyDie
  449. id="ModuleTag_Die">
  450. <DieMuxData
  451. DeathTypes="ALL"
  452. DeathTypesForbidden="SUICIDED" />
  453. </DestroyDie>
  454. <StructureUnpackUpdate
  455. id="ModuleTag_StructureUnpack"
  456. UnpackTime="=$SOVIET_SUPERWEAPON_LOCAL_UNPACK_TIME" />
  457. <OCLSpecialPower
  458. id="ModuleTag_OCL_SpecialPower_IronCurtain"
  459. SpecialPowerTemplate="SpecialPowerIronCurtain"
  460. OCL="OCL_IronCurtain"
  461. CreateLocation="CREATE_AT_LOCATION"
  462. AvailableAtStart="false"
  463. CanAffectObjectFilter="SovietIronCurtainSpecialPowerObjectFilter"/>
  464. <!--Monitors when this special power template is ready to fire and sets a model condition-->
  465. <MonitorSpecialPowerTimerUpdate
  466. id="ModuleTag_IronCurtainReadyToFireUpdate"
  467. SpecialPowerTemplate="SpecialPowerIronCurtain"
  468. ReadyCondition="SPECIALPOWER1_READY"
  469. />
  470. <xi:include
  471. href="DATA:Includes/GenericBuildingRepair.xml" />
  472. <xi:include
  473. href="DATA:Includes/GenericEngineerContain.xml" />
  474. <xi:include
  475. href="DATA:Includes/GenericSovietBuildingDestruction.xml" />
  476. <xi:include
  477. href="DATA:Includes/GenericSovietBuildingSuicide.xml" />
  478. <xi:include
  479. href="DATA:Includes/InfiltratorContainSuperWeapon.xml" />
  480. </Behaviors>
  481. <AI>
  482. <AIUpdate
  483. id="ModuleTag_AI"
  484. StateMachine="StructureAIStateMachine"/>
  485. </AI>
  486. <Body>
  487. <ActiveBody
  488. id="ModuleTag_Body"
  489. MaxHealth="5000.0" />
  490. </Body>
  491. <ClientBehaviors>
  492. <ModelConditionAudioLoopClientBehavior id="ModuleTag_SuperWeaponReady">
  493. <ModelConditionSound Sound="SOV_IronCurtain_Ready" RequiredFlags="SPECIALPOWER1_READY" />
  494. </ModelConditionAudioLoopClientBehavior>
  495. </ClientBehaviors>
  496. <ClientUpdates>
  497. <EvaAnnounceSpecialPowerReadyClientUpdate
  498. id="SuperWeaponReady"
  499. AnnouncementEventOwner="IronCurtainReady"
  500. SpecialPowerTemplate="SpecialPowerIronCurtain"
  501. JustMonitorPercentReady="true"
  502. />
  503. <EvaAnnounceClientCreate
  504. id="SuperWeaponDetected"
  505. AnnouncementEventEnemy="WarnIronCurtainDetected"
  506. UseObjectsPosition="true" />
  507. <!-- AnnouncementEventAlly="AlliedIonCannonDetected" -->
  508. </ClientUpdates>
  509. <Geometry
  510. IsSmall="false">
  511. <PlacementShape
  512. Type= "BOX"
  513. MajorRadius = "60.0"
  514. MinorRadius = "45.0"
  515. Height = "5.0" />
  516. <Shape
  517. Type= "BOX"
  518. MajorRadius = "40.0"
  519. MinorRadius = "35.0"
  520. Height = "5.0" >
  521. <Offset
  522. x = "-10.0"
  523. y = "0.0"
  524. z = "0.0" />
  525. </Shape>
  526. <Shape
  527. Type= "BOX"
  528. MajorRadius = "20.0"
  529. MinorRadius = "20.0"
  530. Height = "60.0"
  531. ContactPointGeneration = "STRUCTURE" >
  532. <Offset
  533. x = "-20.7613"
  534. y = "0.0"
  535. z = "0.0" />
  536. </Shape>
  537. <Shape
  538. Type= "BOX"
  539. MajorRadius = "20.0"
  540. MinorRadius = "20.0"
  541. Height = "41.4"
  542. ContactPointGeneration = "STRUCTURE" >
  543. <Offset
  544. x = "36.4475"
  545. y = "0.0"
  546. z = "0.0" />
  547. </Shape>
  548. <Shape
  549. Type= "BOX"
  550. MajorRadius = "9.4"
  551. MinorRadius = "44.2"
  552. Height = "20.7"
  553. ContactPointGeneration = "STRUCTURE" >
  554. <Offset
  555. x = "35.3883"
  556. y = "0.0"
  557. z = "0.0" />
  558. </Shape>
  559. </Geometry>
  560. <AudioArrayVoice>
  561. <AudioEntry Sound="SOV_IronCurtain_Select" AudioType="voiceSelect" />
  562. </AudioArrayVoice>
  563. <AudioArraySound>
  564. <!--
  565. <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
  566. <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
  567. -->
  568. </AudioArraySound>
  569. <VisionInfo
  570. VisionRange="100"
  571. ShroudClearingRange="100" />
  572. <ProjectedBuildabilityInfo
  573. Radius="180"
  574. RadiusY="165"
  575. BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
  576. </GameObject>
  577. </AssetDeclaration>