Jen4
12-07-2011, 01:41 PM
whatta hell means?
that's the biggest code evere
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href="DATA:Includes/GDICallForTransport.xml" />
<FindCoverBehavior
id="ModuleTag_FCB"
CoverScanRange="10.0"
AttributeModifierInCover="Modifier_Cover" />
<LargeGroupAudioUpdate
id="LGAU">
<Key>GDI_RifleSoldier</Key>
</LargeGroupAudioUpdate>
<SubObjectsUpgrade
id="ModuleTag_ShowSc"
ShowSubObjects="SC">
<TriggeredBy>Upgrade_SCOPED</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowGL"
ShowSubObjects="GL">
<TriggeredBy>Upgrade_M203</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowDrgnSkn"
ShowSubObjects="frontarmor">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</SubObjectsUpgrade>
<ArmorUpgrade
id="ModuleTag_AttributeModifierUpgradeTuskArmor"
ArmorSetFlag="PLAYER_UPGRADE">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</ArmorUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_02">
<TriggeredBy>Upgrade_M203</TriggeredBy>
</StatusBitsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_VeterancyUpgrade"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</StatusBitsUpgrade>
<AudioLoopUpgrade id="Generic_Infantry_Upgrade" SoundToPlay="Generic_Infantry_Upgrade">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</AudioLoopUpgrade>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES">
<UnitAITargetChooserData
SympathyRange="400.0" />
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="75.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="CYLINDER"
MajorRadius="7.0"
Height="13.0"
ContactPointGeneration="SQUAD_MEMBER"/>
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<AudioArrayVoice>
<AudioEntry
Sound="GDI_RifleSoldier_VoiceAttackMS"
AudioType="voiceAttack" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceCreateMS"
AudioType="voiceFullyCreated" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceGarrisonMS"
AudioType="voiceGarrison" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveAttack"
AudioType="voiceAttackAfterMoving" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveMS"
AudioType="voiceGuard" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveMS"
AudioType="voiceMove" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceRetreatMS"
AudioType="voiceRetreatToCastle" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceSelectMS"
AudioType="voiceSelect" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceSelectBattleMS"
AudioType="voiceSelectBattle" />
<NamedEntry
Sound="GDI_RifleSoldier_VoiceDigIn"
Name="InitiateMoveToPositionAndEvacuate" />
</AudioArrayVoice>
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GDI_RifleSoldier_VoiceDigInMS
GDI_RifleSoldier_VoiceMoveAttackMS
GDI_RifleSoldier_VoiceSuppressedMS
-->
<!--
<AudioArraySound>
<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
</AudioArraySound>
-->
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SizeX="14"
SizeY="14"
Texture="ShadowI" />
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VisionRange="350"
ShroudClearingRange="400"
MaxVisionBonusPercent="300"
VisionBonusTestRadius="200"
VisionBonusPercentPerFoot="1" />
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that's the biggest code evere
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<Include
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<Include
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<!-- Base Object -->
<Include
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inheritFrom="BaseInfantry"
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TransportSlotCount="1"
BuildCost="50"
BuildTime="0.5"
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UnitCategory="INFANTRY"
WeaponCategory="GUN"
VoicePriority="104"
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<DisplayUpgrade>Upgrade_DragonSkinArmor</DisplayUpgrade><DisplayUpgrade>Upgrade_ScopedWarfare</DisplayUpgrade>
<ArmorSet
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DamageFX="InfantryDamageFX" />
<ArmorSet
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DamageFX="NormalDamageFX"
Conditions="PLAYER_UPGRADE" />
<LocomotorSet
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<SkirmishAIInformation
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<WeaponMuzzleFlash
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<WeaponLaunchBone
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BoneName="m16" />
<WeaponLaunchBone
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StateName="TRANS_IdleToSelected">
<Animation
AnimationName="GU1id_rflmn_BATA"
AnimationMode="ONCE"
AnimationBlendTime="5"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
<Animation
AnimationName="GU1id_rflmn_BATB"
AnimationMode="ONCE"
AnimationBlendTime="5"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_SelectedToIdle">
<Animation
AnimationName="GU1id_rflmn_ABTA2"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
<Animation
AnimationName="GU1id_rflmn_ABTA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
</AnimationState>
</ScriptedModelDraw>
<TracerModelDraw
id="ModuleTag_TracerModelDraw"
MinLength="50.0"
MaxLength="50.0"
Width="3.0"
MinSpeed="30"
MaxSpeed="30"
SweepSpeed="1.0"
SpreadAngle="2.0"
MinTracersPerFrame="0.2"
MaxTracersPerFrame="0.3"
FrameLifeTime="35"
WeaponSlotType="PRIMARY_WEAPON"
Texture="FXTracerGDI"
UseAdditiveBlending="true"
TracerHitFx="FX_BulletHitGDI">
<HeadColor
r="1.0"
g="1.0"
b="1.0"
a="1.0" />
<TailColor
r="0.0"
g="0.0"
b="0.0"
a="0.0" />
<ObjectStatusValidation
ForbiddenStatus="WEAPON_UPGRADED_01" />
</TracerModelDraw>
<TracerModelDraw
id="ModuleTag_TracerModelDrawVeterancy"
MinLength="50.0"
MaxLength="50.0"
Width="3.0"
MinSpeed="30"
MaxSpeed="30"
SweepSpeed="1.0"
SpreadAngle="2.0"
MinTracersPerFrame="0.5"
MaxTracersPerFrame="0.5"
FrameLifeTime="35"
WeaponSlotType="PRIMARY_WEAPON"
Texture="FXTracerHeroic"
UseAdditiveBlending="true"
TracerHitFx="FX_BulletHitGDIHeroic">
<HeadColor
r="1.0"
g="0.0"
b="0.0"
a="1.0" />
<TailColor
r="0.0"
g="0.0"
b="0.0"
a="0.0" />
<ObjectStatusValidation
RequiredStatus="WEAPON_UPGRADED_01" />
</TracerModelDraw>
</Draws>
<Behaviors>
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotHardpoint
ID="1"
AllowInterleavedFiring="false"
InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="M16" />
<Weapon
Ordering="SECONDARY_WEAPON"
Template="M203"
ObjectStatus="WEAPON_UPGRADED_02"/>
</WeaponSlotHardpoint>
</WeaponSetUpdate>
<Physics
id="ModuleTag_Physics" />
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="2.4"
DestructionDelay="4s">
<DieMuxData
DeathTypes="ALL" />
<Sound
Type="INITIAL"
List="GDI_Generic_VoiceDieMS" />
</SlowDeath>
<SuppressionUpdate
id="ModuleTag_SuppressionUpdate"
UpdateDelay="1s"
Suppressability="500"
SuppressionDuration="5s"
AttributeModifierSuppressed="Modifier_Test_Suppression"
AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
<xi:include
href="DATA:Includes/GDICompositeArmorUpgradeModelCondition.xml" />
<xi:include
href="DATA:Includes/GDICompositeArmorUpgrade.xml" />
<xi:include
href="DATA:Includes/GDICallForTransport.xml" />
<FindCoverBehavior
id="ModuleTag_FCB"
CoverScanRange="10.0"
AttributeModifierInCover="Modifier_Cover" />
<LargeGroupAudioUpdate
id="LGAU">
<Key>GDI_RifleSoldier</Key>
</LargeGroupAudioUpdate>
<SubObjectsUpgrade
id="ModuleTag_ShowSc"
ShowSubObjects="SC">
<TriggeredBy>Upgrade_SCOPED</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowGL"
ShowSubObjects="GL">
<TriggeredBy>Upgrade_M203</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowDrgnSkn"
ShowSubObjects="frontarmor">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</SubObjectsUpgrade>
<ArmorUpgrade
id="ModuleTag_AttributeModifierUpgradeTuskArmor"
ArmorSetFlag="PLAYER_UPGRADE">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</ArmorUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_02">
<TriggeredBy>Upgrade_M203</TriggeredBy>
</StatusBitsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_VeterancyUpgrade"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</StatusBitsUpgrade>
<AudioLoopUpgrade id="Generic_Infantry_Upgrade" SoundToPlay="Generic_Infantry_Upgrade">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</AudioLoopUpgrade>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES">
<UnitAITargetChooserData
SympathyRange="400.0" />
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="75.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="CYLINDER"
MajorRadius="7.0"
Height="13.0"
ContactPointGeneration="SQUAD_MEMBER"/>
</Geometry>
<AudioArrayVoice>
<AudioEntry
Sound="GDI_RifleSoldier_VoiceAttackMS"
AudioType="voiceAttack" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceCreateMS"
AudioType="voiceFullyCreated" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceGarrisonMS"
AudioType="voiceGarrison" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveAttack"
AudioType="voiceAttackAfterMoving" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveMS"
AudioType="voiceGuard" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveMS"
AudioType="voiceMove" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceRetreatMS"
AudioType="voiceRetreatToCastle" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceSelectMS"
AudioType="voiceSelect" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceSelectBattleMS"
AudioType="voiceSelectBattle" />
<NamedEntry
Sound="GDI_RifleSoldier_VoiceDigIn"
Name="InitiateMoveToPositionAndEvacuate" />
</AudioArrayVoice>
<!--
GDI_RifleSoldier_VoiceDigInMS
GDI_RifleSoldier_VoiceMoveAttackMS
GDI_RifleSoldier_VoiceSuppressedMS
-->
<!--
<AudioArraySound>
<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
</AudioArraySound>
-->
<ShadowInfo
Type="DECAL"
SizeX="14"
SizeY="14"
Texture="ShadowI" />
<VisionInfo
VisionRange="350"
ShroudClearingRange="400"
MaxVisionBonusPercent="300"
VisionBonusTestRadius="200"
VisionBonusPercentPerFoot="1" />
</GameObject>
</AssetDeclaration>