SovietSuperWeaponAdvanced.xml 22 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. <!-- aka Vacuum Missile Silo -->
  5. <Includes>
  6. <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
  7. <Include type="all" source="ART:SBSuperweaponAdvanced_SKN.w3x" />
  8. <Include type="all" source="ART:SBSuperweaponAdvanced_BLD.w3x" />
  9. <Include type="all" source="ART:SBSuperweaponAdvanced_OPN.w3x" />
  10. <Include type="all" source="ART:SBSuperweaponAdvanced_IDLA.w3x" />
  11. <Include type="all" source="ART:SBSuperweaponAdvanced_IDLB.w3x" />
  12. <Include type="all" source="ART:SBSuperweaponAdvanced_CLS.w3x" />
  13. <Include type="all" source="ART:SBSuperweaponAdvanced_Missle_SKN.w3x" />
  14. <Include type="all" source="ART:SBSuperweaponAdvanced_Missle_BLD.w3x" />
  15. <Include type="all" source="ART:SBSuperweaponAdvanced_Missle_FIRE.w3x" />
  16. <Include type="all" source="ART:SBSuperweaponAdvanced_Platform.w3x" />
  17. <Include type="all" source="ART:SBSuperweaponAdvanced_Scaffold.w3x" />
  18. <Include type="all" source="ART:SBSuperweaponAdvanced_FX.w3x" />
  19. <!-- Base Object -->
  20. <Include type="instance" source="DATA:BaseObjects/BaseSovietStructure.xml" />
  21. </Includes>
  22. <Defines>
  23. <Define name="SOVIET_SUPERWEAPONADVANCED_LOCAL_UNPACK_TIME" value="30s" />
  24. </Defines>
  25. <GameObject
  26. id="SovietSuperWeaponAdvanced"
  27. inheritFrom="BaseSovietStructure"
  28. ButtonImage="Button_SovietSuperWeaponAdv_small"
  29. SelectPortrait="Portrait_SovietSuperWeaponAdv_big"
  30. Side="Soviet"
  31. EditorSorting="STRUCTURE"
  32. TransportSlotCount="1"
  33. BuildTime="0.0"
  34. HealthBoxHeightOffset="20"
  35. EnergyProduction="-75"
  36. CommandSet="SovietSuperWeaponAdvancedCommandSet"
  37. KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS POWERED REVEAL_TO_ALL UNIQUE_UNIT NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER SUPER_WEAPON CAN_BUILD_ON_WATER CAN_BUILD_ON_DEEP_WATER SCORE ACTIVATE_AFTER_UNPACK"
  38. RadarPriority="STRUCTURE"
  39. PlacementViewAngle="225d"
  40. ProductionQueueType="OTHER_STRUCTURE"
  41. BuildPlacementTypeFlag="OTHER_STRUCTURE"
  42. EditorName="SovietSuperWeaponAdvanced"
  43. Description="Desc:SovietSuperWeaponAdvanced"
  44. TypeDescription="Type:SovietSuperWeaponAdvanced"
  45. MaxSimultaneousOfType="1">
  46. <DisplayName
  47. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:SovietSuperWeaponAdvanced</DisplayName>
  48. <GameDependency>
  49. <RequiredObject>SovietTechStructure</RequiredObject>
  50. </GameDependency>
  51. <ObjectResourceInfo>
  52. <BuildCost Account="=$ACCOUNT_ORE" Amount="5000"/>
  53. </ObjectResourceInfo>
  54. <ArmorSet
  55. Armor="SovietAdvancedSuperWeaponArmor"
  56. DamageFX="FactionStructureDamageFX" />
  57. <SkirmishAIInformation
  58. BaseBuildingLocation="CENTER">
  59. <ConstructionBaseSelectionCriteria
  60. ExcludedBaseTypes="NO_BUILD_RADIUS CAPTURED"
  61. PreferredBaseTypes="MAIN_BASE"
  62. SortOrder="PREFER_OLDEST" />
  63. </SkirmishAIInformation>
  64. <Draws>
  65. <ScriptedModelDraw
  66. id="ModuleTag_Draw"
  67. OkToChangeModelColor="true"
  68. 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 BONE_CONTACT_POINT_08">
  69. <ModelConditionState
  70. ParseCondStateType="PARSE_DEFAULT">
  71. <Model
  72. Name="SBSuperweaponAdvanced_SKN" />
  73. </ModelConditionState>
  74. <ModelConditionState
  75. ParseCondStateType="PARSE_NORMAL"
  76. ConditionsYes="BUILD_PLACEMENT_CURSOR">
  77. <Model
  78. Name="SBSuperweaponAdvanced_SKN" />
  79. <Texture
  80. Original="SBBuilding_Holes"
  81. New="SBBuilding_FP" />
  82. <Texture
  83. Original="SBBuilding_Filler"
  84. New="SBBuilding_FP" />
  85. </ModelConditionState>
  86. <ModelConditionState
  87. ParseCondStateType="PARSE_NORMAL"
  88. ConditionsYes="STRUCTURE_UNPACKING">
  89. <Model
  90. Name="SBSuperweaponAdvanced_SKN" />
  91. </ModelConditionState>
  92. <AnimationState
  93. ParseCondStateType="PARSE_DEFAULT"
  94. StateName="STATE_Idle">
  95. <Animation
  96. AnimationName="SBSuperweaponAdvanced_IDLA"
  97. AnimationMode="LOOP"
  98. AnimationBlendTime="0" />
  99. <!-- script references invalid state
  100. <Script>
  101. Prev = CurDrawablePrevAnimationState()
  102. if Prev != "STATE_Idle" then
  103. CurDrawableSetTransitionAnimState("TRANS_ReadyToIdle")
  104. end
  105. </Script>
  106. -->
  107. </AnimationState>
  108. <AnimationState
  109. ParseCondStateType="PARSE_NORMAL"
  110. ConditionsYes="SOLD"
  111. Flags="START_FRAME_LAST">
  112. <Animation
  113. AnimationName="SBSuperweaponAdvanced_BLD"
  114. AnimationMode="ONCE_BACKWARDS"
  115. AnimationBlendTime="0"
  116. AnimationAbsoluteTime="2s"/>
  117. </AnimationState>
  118. <AnimationState
  119. ParseCondStateType="PARSE_NORMAL"
  120. ConditionsYes="STRUCTURE_UNPACKING">
  121. <Animation
  122. AnimationName="SBSuperweaponAdvanced_BLD"
  123. AnimationMode="MATCH_UNPACKING"
  124. AnimationBlendTime="0"/>
  125. <ParticleSysBone
  126. BoneName="NONE"
  127. FXParticleSystemTemplate="Con_Med"
  128. FollowBone="true" />
  129. <ParticleSysBone
  130. BoneName="NONE"
  131. FXParticleSystemTemplate="Con_Lights"
  132. FollowBone="true" />
  133. <ParticleSysBone
  134. BoneName="NONE"
  135. FXParticleSystemTemplate="Con_Flash"
  136. FollowBone="true" />
  137. </AnimationState>
  138. <AnimationState
  139. ParseCondStateType="PARSE_NORMAL"
  140. ConditionsYes="SPECIALPOWER1_READY"
  141. StateName="STATE_Ready">
  142. <Animation
  143. AnimationName="SBSuperweaponAdvanced_IDLB"
  144. AnimationMode="LOOP"
  145. AnimationBlendTime="0" />
  146. <Script>
  147. Prev = CurDrawablePrevAnimationState()
  148. if Prev == "STATE_Idle" then
  149. CurDrawableSetTransitionAnimState("TRANS_IdleToReady")
  150. end
  151. </Script>
  152. </AnimationState>
  153. <AnimationState
  154. ParseCondStateType="PARSE_NORMAL"
  155. ConditionsYes="PACKING"
  156. Flags="START_FRAME_LAST">
  157. <Animation
  158. AnimationName="SBSuperweaponAdvanced_OPN"
  159. AnimationMode="ONCE_BACKWARDS"
  160. AnimationBlendTime="0" />
  161. </AnimationState>
  162. <AnimationState
  163. ParseCondStateType="PARSE_TRANSITION"
  164. StateName="TRANS_IdleToReady" >
  165. <Animation
  166. AnimationName="SBSuperweaponAdvanced_OPN"
  167. AnimationMode="ONCE" />
  168. </AnimationState>
  169. <AnimationState
  170. ParseCondStateType="PARSE_TRANSITION"
  171. StateName="TRANS_ReadyToIdle"
  172. Flags="START_FRAME_LAST">
  173. <Animation
  174. AnimationName="SBSuperweaponAdvanced_OPN"
  175. AnimationMode="ONCE_BACKWARDS"
  176. AnimationBlendTime="0" />
  177. </AnimationState>
  178. </ScriptedModelDraw>
  179. <!-- DRAW MISSLE -->
  180. <ScriptedModelDraw
  181. id="ModuleTag_Draw_Missle"
  182. OkToChangeModelColor="true"
  183. ExtraPublicBone="FX_Rocket Missle">
  184. <ModelConditionState
  185. ParseCondStateType="PARSE_DEFAULT">
  186. <Model
  187. Name="SBSuperweaponAdvanced_Missle_SKN" />
  188. </ModelConditionState>
  189. <AnimationState
  190. ParseCondStateType="PARSE_DEFAULT"
  191. StateName="STATE_Idle"
  192. Flags="START_FRAME_FIRST">
  193. <Animation
  194. AnimationName="SBSuperweaponAdvanced_Missle_FIRE"
  195. AnimationMode="ONCE_BACKWARDS"
  196. AnimationBlendTime="0" />
  197. </AnimationState>
  198. <AnimationState
  199. ParseCondStateType="PARSE_NORMAL"
  200. ConditionsYes="SOLD"
  201. Flags="START_FRAME_LAST">
  202. <Animation
  203. AnimationName="SBSuperweaponAdvanced_Missle_BLD"
  204. AnimationMode="ONCE_BACKWARDS"
  205. AnimationBlendTime="0"
  206. AnimationAbsoluteTime="2s"/>
  207. </AnimationState>
  208. <AnimationState
  209. ParseCondStateType="PARSE_NORMAL"
  210. ConditionsYes="STRUCTURE_UNPACKING">
  211. <Animation
  212. AnimationName="SBSuperweaponAdvanced_Missle_BLD"
  213. AnimationMode="MATCH_UNPACKING"
  214. AnimationBlendTime="0" />
  215. </AnimationState>
  216. <AnimationState
  217. ParseCondStateType="PARSE_NORMAL"
  218. ConditionsYes="PACKING">
  219. <Animation
  220. AnimationName="SBSuperweaponAdvanced_Missle_FIRE"
  221. AnimationMode="ONCE"
  222. AnimationBlendTime="0" />
  223. <ParticleSysBone
  224. BoneName="FX_Rocket"
  225. FXParticleSystemTemplate="VacuumTrailFireStart"
  226. FollowBone="true" />
  227. <ParticleSysBone
  228. BoneName="FX_Rocket"
  229. FXParticleSystemTemplate="VacuumTrailSmokeStart"
  230. FollowBone="true" />
  231. </AnimationState>
  232. <!-- invalid statename because state definition has issues
  233. <AnimationState
  234. ParseCondStateType="PARSE_TRANSITION"
  235. StateName="TRANS_ReadyToIdle">
  236. <Animation
  237. AnimationName="SBSuperweaponAdvanced_Missle_FIRE"
  238. AnimationMode="ONCE"
  239. AnimationBlendTime="0" />
  240. </AnimationState>
  241. -->
  242. </ScriptedModelDraw>
  243. <!-- DRAW PLATFORM -->
  244. <ScriptedModelDraw
  245. id="ModuleTag_Draw_Platform"
  246. OkToChangeModelColor="true"
  247. 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 BONE_CONTACT_POINT_08">
  248. <ModelConditionState
  249. ParseCondStateType="PARSE_DEFAULT">
  250. <Model
  251. Name="SBSuperweaponAdvanced_Platform" />
  252. </ModelConditionState>
  253. <ModelConditionState
  254. ParseCondStateType="PARSE_NORMAL"
  255. ConditionsYes="OVER_WATER STRUCTURE_UNPACKING">
  256. <Model
  257. Name="SBSuperweaponAdvanced_Platform_BLD"/>
  258. <ParticleSysBone
  259. BoneName="None"
  260. FXParticleSystemTemplate="ABPowerPlantWakeSplash"
  261. FollowBone="true" />
  262. </ModelConditionState>
  263. <ModelConditionState
  264. ParseCondStateType="PARSE_NORMAL"
  265. ConditionsYes="STRUCTURE_UNPACKING">
  266. <Model
  267. Name="SBSuperweaponAdvanced_Platform_BLD"/>
  268. </ModelConditionState>
  269. <ModelConditionState
  270. ParseCondStateType="PARSE_NORMAL"
  271. ConditionsYes="OVER_WATER SOLD">
  272. <Model
  273. Name="SBSuperweaponAdvanced_Platform_BLD"/>
  274. <ParticleSysBone
  275. BoneName="None"
  276. FXParticleSystemTemplate="ABPowerPlantWakeSplash"
  277. FollowBone="true" />
  278. </ModelConditionState>
  279. <ModelConditionState
  280. ParseCondStateType="PARSE_NORMAL"
  281. ConditionsYes="SOLD">
  282. <Model
  283. Name="SBSuperweaponAdvanced_Platform_BLD"/>
  284. </ModelConditionState>
  285. <AnimationState
  286. ParseCondStateType="PARSE_DEFAULT">
  287. <Script>
  288. CurDrawableShowSubObjectPermanently("Bib")
  289. CurDrawableHideSubObjectPermanently("Platform")
  290. CurDrawableHideSubObjectPermanently("Platform_FX")
  291. </Script>
  292. </AnimationState>
  293. <AnimationState
  294. ParseCondStateType="PARSE_NORMAL"
  295. ConditionsYes="OVER_WATER STRUCTURE_UNPACKING ">
  296. <Animation
  297. AnimationName="SBSuperweaponAdvanced_Platform_BLD"
  298. AnimationMode="MATCH_UNPACKING"
  299. AnimationBlendTime="0" />
  300. <Script>
  301. CurDrawableHideSubObjectPermanently("Table")
  302. CurDrawableShowSubObjectPermanently("Table_Water")
  303. CurDrawableHideSubObjectPermanently("Bib")
  304. CurDrawableShowSubObjectPermanently("Platform")
  305. CurDrawableShowSubObjectPermanently("Platform_FX")
  306. </Script>
  307. <ParticleSysBone
  308. BoneName="None"
  309. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  310. FollowBone="true" />
  311. <ParticleSysBone
  312. BoneName="None"
  313. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  314. FollowBone="true" />
  315. <ParticleSysBone
  316. BoneName="None"
  317. FXParticleSystemTemplate="AlliedPowerPlantBuildupFlashes"
  318. FollowBone="true" />
  319. <ParticleSysBone
  320. BoneName="None"
  321. FXParticleSystemTemplate="AlliedPowerPlantBuildupSparksSeed"
  322. FollowBone="true" />
  323. </AnimationState>
  324. <AnimationState
  325. ParseCondStateType="PARSE_NORMAL"
  326. ConditionsYes="STRUCTURE_UNPACKING">
  327. <Animation
  328. AnimationName="SBSuperweaponAdvanced_Platform_BLD"
  329. AnimationMode="MATCH_UNPACKING"
  330. AnimationBlendTime="0" />
  331. <Script>
  332. CurDrawableHideSubObjectPermanently("Table_Water")
  333. CurDrawableShowSubObjectPermanently("Table")
  334. CurDrawableShowSubObjectPermanently("Bib")
  335. CurDrawableHideSubObjectPermanently("Platform")
  336. CurDrawableHideSubObjectPermanently("Platform_FX")
  337. </Script>
  338. <ParticleSysBone
  339. BoneName="None"
  340. FXParticleSystemTemplate="AlliedPowerPlantBuildupFlashes"
  341. FollowBone="true" />
  342. <ParticleSysBone
  343. BoneName="None"
  344. FXParticleSystemTemplate="AlliedPowerPlantBuildupSparksSeed"
  345. FollowBone="true" />
  346. </AnimationState>
  347. <AnimationState
  348. ParseCondStateType="PARSE_NORMAL"
  349. ConditionsYes="SOLD OVER_WATER"
  350. Flags="START_FRAME_LAST" >
  351. <Animation
  352. AnimationName="SBSuperweaponAdvanced_Platform_BLD"
  353. AnimationMode="ONCE_BACKWARDS"
  354. AnimationAbsoluteTime="2s"
  355. AnimationBlendTime="0" />
  356. <ParticleSysBone
  357. BoneName="None"
  358. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupFroth"
  359. FollowBone="true" />
  360. <ParticleSysBone
  361. BoneName="None"
  362. FXParticleSystemTemplate="AlliedPowerPlantWaterBuildupMist"
  363. FollowBone="true" />
  364. </AnimationState>
  365. <AnimationState
  366. ParseCondStateType="PARSE_NORMAL"
  367. ConditionsYes="SOLD"
  368. Flags="START_FRAME_LAST" >
  369. <Animation
  370. AnimationName="SBSuperweaponAdvanced_Platform_BLD"
  371. AnimationMode="ONCE_BACKWARDS"
  372. AnimationAbsoluteTime="2s"
  373. AnimationBlendTime="0" />
  374. </AnimationState>
  375. <AnimationState
  376. ParseCondStateType="PARSE_NORMAL"
  377. ConditionsYes="OVER_WATER">
  378. <Script>
  379. CurDrawableHideSubObjectPermanently("Bib")
  380. CurDrawableShowSubObjectPermanently("Platform")
  381. CurDrawableShowSubObjectPermanently("Platform_FX")
  382. </Script>
  383. </AnimationState>
  384. </ScriptedModelDraw>
  385. <!-- DRAW SCAFFOLD -->
  386. <ScriptedModelDraw
  387. id="ModuleTag_Draw_Scaffold"
  388. OkToChangeModelColor="true"
  389. 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">
  390. <ModelConditionState
  391. ParseCondStateType="PARSE_DEFAULT">
  392. <Model
  393. Name="" />
  394. </ModelConditionState>
  395. <ModelConditionState
  396. ParseCondStateType="PARSE_NORMAL"
  397. ConditionsYes="SOLD">
  398. <Model
  399. Name="SBSuperweaponAdvanced_Scaffold" />
  400. </ModelConditionState>
  401. <ModelConditionState
  402. ParseCondStateType="PARSE_NORMAL"
  403. ConditionsYes="STRUCTURE_UNPACKING JUST_BUILT">
  404. <Model
  405. Name="" />
  406. </ModelConditionState>
  407. <ModelConditionState
  408. ParseCondStateType="PARSE_NORMAL"
  409. ConditionsYes="STRUCTURE_UNPACKING">
  410. <Model
  411. Name="SBSuperweaponAdvanced_Scaffold" />
  412. </ModelConditionState>
  413. <AnimationState
  414. ParseCondStateType="PARSE_DEFAULT">
  415. </AnimationState>
  416. <AnimationState
  417. ParseCondStateType="PARSE_NORMAL"
  418. ConditionsYes="SOLD"
  419. Flags="START_FRAME_LAST">
  420. <Animation
  421. AnimationName="SBSuperweaponAdvanced_Scaffold"
  422. AnimationMode="ONCE_BACKWARDS"
  423. AnimationAbsoluteTime="2s"/>
  424. </AnimationState>
  425. <AnimationState
  426. ParseCondStateType="PARSE_NORMAL"
  427. ConditionsYes="STRUCTURE_UNPACKING">
  428. <Animation
  429. AnimationName="SBSuperweaponAdvanced_Scaffold"
  430. AnimationMode="MATCH_UNPACKING"
  431. AnimationBlendTime="0" />
  432. </AnimationState>
  433. </ScriptedModelDraw>
  434. <!-- DRAW PARTICLES -->
  435. <ScriptedModelDraw
  436. id="ModuleTag_Draw_FX"
  437. OkToChangeModelColor="true">
  438. <ModelConditionState
  439. ParseCondStateType="PARSE_DEFAULT">
  440. <Model
  441. Name="SBSuperweaponAdvanced_FX" />
  442. </ModelConditionState>
  443. <ModelConditionState
  444. ParseCondStateType="PARSE_NORMAL"
  445. ConditionsYes="DAMAGED">
  446. <Model
  447. Name="SBSuperweaponAdvanced_FX" />
  448. <ParticleSysBone
  449. BoneName="FX_BONE01"
  450. FXParticleSystemTemplate="GenericDStateSmoke"
  451. FollowBone="true"/>
  452. <ParticleSysBone
  453. BoneName="FX_BONE01"
  454. FXParticleSystemTemplate="GenericDStateFire"
  455. FollowBone="true"/>
  456. </ModelConditionState>
  457. <ModelConditionState
  458. ParseCondStateType="PARSE_NORMAL"
  459. ConditionsYes="REALLYDAMAGED">
  460. <Model
  461. Name="SBSuperweaponAdvanced_FX" />
  462. <ParticleSysBone
  463. BoneName="FX_BONE01"
  464. FXParticleSystemTemplate="GenericDStateSmoke"
  465. FollowBone="true"/>
  466. <ParticleSysBone
  467. BoneName="FX_BONE01"
  468. FXParticleSystemTemplate="GenericDStateFire"
  469. FollowBone="true"/>
  470. <ParticleSysBone
  471. BoneName="FX_BONE02"
  472. FXParticleSystemTemplate="GenericDStateSmoke"
  473. FollowBone="true"/>
  474. <ParticleSysBone
  475. BoneName="FX_BONE02"
  476. FXParticleSystemTemplate="GenericDStateFire"
  477. FollowBone="true"/>
  478. <ParticleSysBone
  479. BoneName="FX_BONE03"
  480. FXParticleSystemTemplate="GenericDStateSmoke"
  481. FollowBone="true"/>
  482. <ParticleSysBone
  483. BoneName="FX_BONE03"
  484. FXParticleSystemTemplate="GenericDStateFire"
  485. FollowBone="true"/>
  486. </ModelConditionState>
  487. </ScriptedModelDraw>
  488. </Draws>
  489. <Behaviors>
  490. <Physics
  491. id="ModuleTag_Physics"/>
  492. <BuildingDestructionBehavior
  493. id="ModuleTag_BuildingDestructionMain"
  494. AssociatedModule="ModuleTag_Draw"
  495. FillerMesh="NEWSKIN_FILL">
  496. <DieMuxData
  497. DeathTypes="ALL"
  498. DeathTypesForbidden="SUICIDED"/>
  499. <Item
  500. BonePrefix="BONE_CONTACT_POINT_"
  501. FX="SovietRefineryHit"
  502. CreationObject="SovietPowerPlant_Debris"
  503. FlingVelocity="100.0"/>
  504. </BuildingDestructionBehavior>
  505. <BuildingDestructionBehavior
  506. id="ModuleTag_BuildingDestructionScaffold"
  507. AssociatedModule="ModuleTag_Draw_Scaffold">
  508. <DieMuxData
  509. DeathTypes="ALL"
  510. DeathTypesForbidden="SUICIDED"/>
  511. <Item
  512. BonePrefix="BONE_CONTACT_POINT_"
  513. FX="SovietRefineryHit"/>
  514. </BuildingDestructionBehavior>
  515. <FXListBehavior
  516. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
  517. <DieMuxData
  518. DeathTypes="ALL"/>
  519. <Event
  520. Index="onDeath"
  521. FX="FX_YU_Hotel02_Explode" />
  522. <Event
  523. Index="onDeath"
  524. FX="FX_LargeBuildingDieExplosionRumble" />
  525. </FXListBehavior>
  526. <CreateObjectDie
  527. id="ModuleTag_CreateObjectDieOnLand"
  528. CreationList="SBSuperWeaponAdvanced_Die_OCL">
  529. <DieMuxData
  530. DeathTypes="ALL"
  531. DeathTypesForbidden="SUICIDED"
  532. ExemptStatus="OVER_WATER" />
  533. </CreateObjectDie>
  534. <CreateObjectDie
  535. id="ModuleTag_CreateObjectDieOnWater"
  536. CreationList="SBSuperWeaponAdvancedPlatform_Die_OCL">
  537. <DieMuxData
  538. DeathTypes="ALL"
  539. DeathTypesForbidden="SUICIDED"
  540. RequiredStatus="OVER_WATER" />
  541. </CreateObjectDie>
  542. <DestroyDie
  543. id="ModuleTag_Die">
  544. <DieMuxData
  545. DeathTypes="ALL"
  546. DeathTypesForbidden="SUICIDED" />
  547. </DestroyDie>
  548. <StructureUnpackUpdate
  549. id="ModuleTag_StructureUnpack"
  550. UnpackTime="=$SOVIET_SUPERWEAPONADVANCED_LOCAL_UNPACK_TIME" />
  551. <SpecialPower
  552. id="ModuleTag_VacuumBomb"
  553. SpecialPowerTemplate="SpecialPowerVacuumBomb"
  554. UpdateModuleStartsAttack="true"
  555. AvailableAtStart="false"
  556. CanAffectObjectFilter="GenericAllObjectSpecialPowerObjectFilter"
  557. />
  558. <WeaponFireSpecialAbilityUpdate
  559. id="ModuleTag_VacuumBombUpdate"
  560. SpecialPowerTemplate="SpecialPowerVacuumBomb"
  561. SpecialWeapon="SovietVacuumBomb"
  562. UnpackTime="0s"
  563. PackTime="4s"
  564. />
  565. <!--Monitors when this special power template is ready to fire and sets a model condition-->
  566. <MonitorSpecialPowerTimerUpdate
  567. id="ModuleTag_VacuumBombReadyToFireUpdate"
  568. SpecialPowerTemplate="SpecialPowerVacuumBomb"
  569. ReadyCondition="SPECIALPOWER1_READY"
  570. />
  571. <xi:include
  572. href="DATA:Includes/GenericBuildingRepair.xml" />
  573. <xi:include
  574. href="DATA:Includes/GenericEngineerContain.xml" />
  575. <xi:include
  576. href="DATA:Includes/GenericSovietBuildingDestruction.xml" />
  577. <xi:include
  578. href="DATA:Includes/GenericSovietBuildingSuicide.xml" />
  579. <xi:include
  580. href="DATA:Includes/InfiltratorContainSuperWeapon.xml" />
  581. </Behaviors>
  582. <AI>
  583. <AIUpdate
  584. id="ModuleTag_AI"
  585. StateMachine="StructureAIStateMachine"/>
  586. </AI>
  587. <Body>
  588. <ActiveBody
  589. id="ModuleTag_Body"
  590. MaxHealth="5000.0" />
  591. </Body>
  592. <ClientBehaviors>
  593. <AnimationSoundClientBehavior id="ModuleTag_AnimationSounds">
  594. <Sound Sound="SOV_VacuumBomb_MissileLaunch" Animation="SBSuperweaponAdvanced_Missle_FIRE" Frame="1" />
  595. </AnimationSoundClientBehavior>
  596. <!--
  597. if you're far away from the structure and fire the missile, wait a few seconds, and then look at this structure, the sound plays from the beginning!
  598. -->
  599. <ModelConditionAudioLoopClientBehavior id="ModuleTag_VacuumBomb_Ready">
  600. <ModelConditionSound Sound="SOV_VacuumImploder_Ready" RequiredFlags="SPECIALPOWER1_READY" />
  601. </ModelConditionAudioLoopClientBehavior>
  602. <!--
  603. <ModelConditionAudioLoopClientBehavior id="ModuleTag_VacuumBomb_Launch">
  604. <ModelConditionSound Sound="SOV_VacuumBomb_MissileLaunch" RequiredFlags="SPECIALPOWER1_READY PACKING" />
  605. </ModelConditionAudioLoopClientBehavior>
  606. -->
  607. <!-- this sound won't play when you you're away from the structure and return to it with the missile in mid-flight -->
  608. </ClientBehaviors>
  609. <ClientUpdates>
  610. <EvaAnnounceSpecialPowerReadyClientUpdate
  611. id="VacuumMissileReady"
  612. AnnouncementEventOwner="VacuumMissileReady"
  613. SpecialPowerTemplate="SpecialPowerVacuumBomb"
  614. JustMonitorPercentReady="true"
  615. />
  616. <EvaAnnounceClientCreate
  617. id="IonCannonDetected"
  618. AnnouncementEventEnemy="WarnVacuumImploderDetected"
  619. UseObjectsPosition="true" />
  620. <!-- AnnouncementEventAlly="AlliedIonCannonDetected" -->
  621. </ClientUpdates>
  622. <Geometry
  623. IsSmall="false">
  624. <PlacementShape
  625. Type= "BOX"
  626. MajorRadius = "60.0"
  627. MinorRadius = "45.0"
  628. Height = "5.0"/>
  629. <Shape
  630. Type= "BOX"
  631. MajorRadius = "55.0"
  632. MinorRadius = "35.0"
  633. Height = "5.0"
  634. ContactPointGeneration = "STRUCTURE" >
  635. <Offset
  636. x = "0.0"
  637. y = "0.0"
  638. z = "0.0" />
  639. </Shape>
  640. <Shape
  641. Type= "BOX"
  642. MajorRadius = "19.35"
  643. MinorRadius = "21.0"
  644. Height = "50.05"
  645. ContactPointGeneration = "STRUCTURE" >
  646. <Offset
  647. x = "-16.5299"
  648. y = "-1.47076"
  649. z = "0.0" />
  650. </Shape>
  651. </Geometry>
  652. <AudioArrayVoice>
  653. <AudioEntry
  654. Sound="SOV_VacuumMissileSilo_Select"
  655. AudioType="voiceSelect" />
  656. </AudioArrayVoice>
  657. <AudioArraySound>
  658. <!--
  659. <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
  660. <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
  661. -->
  662. </AudioArraySound>
  663. <VisionInfo
  664. VisionRange="100"
  665. ShroudClearingRange="100" />
  666. <ProjectedBuildabilityInfo
  667. Radius="180"
  668. RadiusY="165"
  669. BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
  670. </GameObject>
  671. </AssetDeclaration>