<?xml version="1.0"?>
<Alien_INF_Brute_XML>
<!-- **************************************************************************************** -->
<!-- *** UNIT(S) **************************************************************************** -->
<!-- **************************************************************************************** -->
<X10_Alien_Units Name="Alien_Brute">
<!-- ART -->
<Land_Model_Name> AI_Brute.ALO </Land_Model_Name>
<!-- DEBUG: STUB SCALE AND MODEL -->
<Scale_Factor>1.5</Scale_Factor>
<SurfaceFX_Name>Alien_Brute_Footprints</SurfaceFX_Name>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>
<!-- jdg originally 10 -->
<AssetBank> Bank_Alien </AssetBank>
<No_Colorization_Color> 78, 22, 8, 255 </No_Colorization_Color>
<!-- INTERFACE -->
<Text_ID>TEXT_ALIEN_BRUTE</Text_ID>
<!-- ATTRIBUTES -->
<LOD_Bias>4.0</LOD_Bias>
<Affiliation> Alien, Alien_ZM06_KamalRex </Affiliation>
<Victory_Relevant> No </Victory_Relevant>
<CategoryMask> Medium, Organic, CanAttack, RadiationHelps </CategoryMask>
<Weather_Category>Infantry</Weather_Category>
<Create_Team> No </Create_Team>
<Can_Fall_From_Bridge> true </Can_Fall_From_Bridge>
<Importance> 0.6 </Importance>
<Shot_Type> Infantry </Shot_Type>
<Attributes SubObjectList="Yes">
<Is_Phasable> true </Is_Phasable>
<Is_Immune_To_Virus> true </Is_Immune_To_Virus>
<Is_Immune_To_Amplifier_Lockdown> true </Is_Immune_To_Amplifier_Lockdown>
<Tactical_Sell_Percent_Modifier> -0.5 </Tactical_Sell_Percent_Modifier>
<Tactical_Sell_Time_Seconds> 2.0 </Tactical_Sell_Time_Seconds>
</Attributes>
<!-- MOVEMENT -->
<UnitCollisionClass> Tall Vehicle </UnitCollisionClass>
<Space_Layer> LandDynamic </Space_Layer>
<Locomotor_Has_Animation_Priority> yes </Locomotor_Has_Animation_Priority>
<MovementClass> Infantry </MovementClass>
<OccupationStyle> 1x1 </OccupationStyle>
<Custom_Hard_XExtent> 10.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 5.0 </Custom_Hard_YExtent>
<Movement_Animation_Speed> 2.0 </Movement_Animation_Speed>
<Rotation_Animation_Speed> 3 </Rotation_Animation_Speed>
<Walk_Animation_Speed> 1.0 </Walk_Animation_Speed>
<Max_Speed> 1.8 </Max_Speed>
<Min_Speed> 1.2 </Min_Speed>
<OverrideAcceleration> .2 </OverrideAcceleration>
<OverrideDeceleration> .2 </OverrideDeceleration>
<Max_Rate_Of_Turn> 15 </Max_Rate_Of_Turn>
<Stopped_Rate_Of_Turn> 8 </Stopped_Rate_Of_Turn>
<Has_Looping_Turn_Animations> false </Has_Looping_Turn_Animations>
<FormationSpacing> .8 </FormationSpacing>
<Walk_Transition> false </Walk_Transition>
<Should_Move_At_Water_Level> false </Should_Move_At_Water_Level>
<Close_Enough_Angle_For_Move_Start> 60 </Close_Enough_Angle_For_Move_Start>
<Should_Ignore_Lower_Verlet> true </Should_Ignore_Lower_Verlet>
<Verlet_Coefficient> 2.0 </Verlet_Coefficient>
<Moving_Verlet_Coefficient> 1.0 </Moving_Verlet_Coefficient>
<Walk_Locomotor_Anim_Subindex> 0 </Walk_Locomotor_Anim_Subindex>
<!-- CONFLICT -->
<Is_Attackable> true </Is_Attackable>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Ranged_Target_Z_Adjust>22.0</Ranged_Target_Z_Adjust>
<Tactical_Health> 625 </Tactical_Health>
<!-- BEHAVIORS -->
<Behavior>
PERSISTENT_UNIT,
EFFECT_REGISTRY,
</Behavior>
<LandBehavior>
RADAR_MAP_VISIBLE,
SELECTABLE,
GUI,
RADAR_MAP_VISIBLE,
SURFACE_FX,
WALK_LOCOMOTOR,
FORMATION,
IDLE,
SQUASH,
TARGETING,
REVEAL,
HIDE_WHEN_FOGGED,
LEAP,
UNIT_ABILITY,
ABILITY_COUNTDOWN,
EFFECT_GENERATOR,
ATTRIBUTE_DIRECTORY,
DAMAGE_TRACKING,
AI_RECRUITABLE,
AI_TARGET,
TELEPORT_PAD,
TACTICAL_SELL,
UNIT_AI
</LandBehavior>
<BehaviorType Name="AnimationBehaviorType">
<Animation_Set_Indices> Anim_Idle, 0, 0, 1, 2, 3, 4 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Idle, 1, 0, 1, 2, 3, 4 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Move, 0, 0 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Move, 1, 1 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Transition_From_Move_0, 0, 0 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Transition_From_Move_0, 1, 1 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Transition_From_Move_40, 0, 0 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Transition_From_Move_40, 1, 1 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Transition_To_Move, 0, 0 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Transition_To_Move, 1, 1 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Die, 0, 0, 1 </Animation_Set_Indices>
<Animation_Set_Indices> Anim_Die, 1, 0, 1 </Animation_Set_Indices>
<Animation_Set_Indices> Attack_Special_A, 0, 0, 1, 2, 3 </Animation_Set_Indices>
<Animation_Set_Indices> Attack_Special_A, 1, 0, 1, 2, 3 </Animation_Set_Indices>
<Animation_Set_Indices> Attack_Special_B, 0, 0, 1 </Animation_Set_Indices>
<Animation_Set_Indices> Attack_Special_B, 1, 0, 1 </Animation_Set_Indices>
</BehaviorType>
<BehaviorType Name="ArmorAndDamageBehaviorType">
<Armor_Type> Armor_Alien_Infantry_Heavy </Armor_Type>
</BehaviorType>
<BehaviorType Name="ProductionBehaviorType">
<Size_Value> 10 </Size_Value>
<Build_Cost_Credits> 650 </Build_Cost_Credits>
<Build_Time_Seconds> 18 </Build_Time_Seconds>
<Is_Research_Tech_Tree_Lockable> Yes </Is_Research_Tech_Tree_Lockable>
<Extra_Enablers_Increase_Build_Rate> 1.0 </Extra_Enablers_Increase_Build_Rate>
<!--
Maria 11.07.2006
This flag determines which types are used to populate the
build menu in global mode.
-->
<Is_Strategic_Buildable_Type> Yes </Is_Strategic_Buildable_Type>
<Strategic_UI_Build_Menu_Order>3</Strategic_UI_Build_Menu_Order>
</BehaviorType>
<BehaviorType Name="TacticalSellBehaviorType">
<Sell_Effect_Generator_Name>AlienSellGenerator</Sell_Effect_Generator_Name>
</BehaviorType>
<BehaviorType Name="BuildableObjectBehaviorType">
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Tactical_Build_Cost_Campaign> 850 </Tactical_Build_Cost_Campaign>
<Tactical_Build_Cost_Multiplayer> 850 </Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds> 28 </Tactical_Build_Time_Seconds>
<Tactical_UI_Build_Queue_Order> 3 </Tactical_UI_Build_Queue_Order>
</BehaviorType>
<BehaviorType name="AIBehaviorType">
<AI_Combat_Power> 1 </AI_Combat_Power>
<Idle_Chase_Range> 25.0 </Idle_Chase_Range> <!-- Double click guard area Keep very small-->
<Guard_Chase_Range> 150.0 </Guard_Chase_Range> <!-- Guard radius for unit-->
<Autonomous_Move_Extension_Vs_Attacker> 0.0 </Autonomous_Move_Extension_Vs_Attacker> <!--Range outside of guard area unit will move-->
<Attack_Move_Response_Range> 35.0 </Attack_Move_Response_Range> <!-- When given a attack move command unit will travel this distance from path to attack-->
<AI_Target_Level>Individual_Or_Group</AI_Target_Level>
<Autonomous_Move_Relaxation_Time> 4.0 </Autonomous_Move_Relaxation_Time> <!-- Slightly longer than default attack recharge-->
<Attack_Score_Rating> 1.0 </Attack_Score_Rating>
<Scout_Score_Rating> 0.0 </Scout_Score_Rating>
<Guerilla_Score_Rating> 1.0 </Guerilla_Score_Rating>
</BehaviorType>
<BehaviorType Name="LuaScriptBehaviorType">
<Lua_Only_Service_If_AI>True</Lua_Only_Service_If_AI>
<Lua_Land_Behaviors>Generic_Vehicle_Unit_Behavior,Defensive_AI_Unit_Behavior</Lua_Land_Behaviors>
<Lua_Script_Data>
GenericVehicle = {}
GenericVehicle.SearchRange = 175.0
GenericVehicle.KiteRange = 5.0
GenericVehicle.CrushRange = 150.0
DefensiveAI = {}
DefensiveAI.KillTurret = false
DefensiveAI.AttackStationary = true
</Lua_Script_Data>
<Lua_Only_Service_If_AI>True</Lua_Only_Service_If_AI>
</BehaviorType>
<BehaviorType Name="WeaponBehaviorType">
<Targeting_Priority_Set> Alien_Brute_Target_Priority </Targeting_Priority_Set>
<Can_Attack_Without_Weapon_Behavior>Yes</Can_Attack_Without_Weapon_Behavior>
<Attack_Category_Restrictions> Flying | Resource | Resource_INST+~Organic | Resource_INST+Organic+Medium | DeathCloneResource | BodySocketHP </Attack_Category_Restrictions>
<Targeting_Max_Attack_Distance> 15.0 </Targeting_Max_Attack_Distance>
</BehaviorType>
<BehaviorType Name="LeapBehaviorType">
<Leap_Max_Height>60.0</Leap_Max_Height>
<Leap_Gravity_Mod>8.0</Leap_Gravity_Mod>
<Crush_On_Landing>Yes</Crush_On_Landing>
<Self_Destruct_On_Landing>NO</Self_Destruct_On_Landing>
<Must_Land_In_Free_Cell>YES</Must_Land_In_Free_Cell>
<On_Landing_Effect_Generator_Name> Brute_Leap_Landing_Effect_Generator </On_Landing_Effect_Generator_Name>
<Leap_Animation>Anim_Jump</Leap_Animation>
<Peak_Animation>Anim_FlyIdle</Peak_Animation>
<Landing_Animation>Anim_Land</Landing_Animation>
<Takeoff_Animation_Frame> 10 </Takeoff_Animation_Frame>
</BehaviorType>
<BehaviorType Name="EncyclopediaBehaviorType">
<Icon_Name> i_icon_av_brute.tga </Icon_Name>
</BehaviorType>
<BehaviorType Name="TooltipBehaviorType">
<Tooltip_Description_Text_ID> TEXT_TOOLTIP_DESCRIPTION_ALIEN_BRUTE </Tooltip_Description_Text_ID>
<Tooltip_Category> TEXT_TOOLTIP_CATEGORY_INFANTRY </Tooltip_Category>
<Tooltip_Good_Against> TEXT_TYPE_VERSUS_STRUCTURES TEXT_TYPE_VERSUS_INFANTRY TEXT_TYPE_VERSUS_HEROES </Tooltip_Good_Against>
<Tooltip_Vulnerable_To> TEXT_TYPE_VERSUS_TURRETS </Tooltip_Vulnerable_To>
<Researched_Upgrades>
TEXT_ALIEN_RESEARCH_TITLE_DEATH_FROM_ABOVE
</Researched_Upgrades>
</BehaviorType>
<BehaviorType Name="RadarMapBehaviorType">
<Radar_Icon_Size>0.03 0.03</Radar_Icon_Size>
</BehaviorType>
<BehaviorType Name="BallisticBehaviorType">
<Ballistic_Weight>1.0</Ballistic_Weight>
</BehaviorType>
<BehaviorType Name="BlobShadowBehaviorType">
<Blob_Shadow_Below_Detail_Level>0</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</BehaviorType>
<BehaviorType Name="SFXBehaviorType">
<SFXEvent_Fire />
<SFXEvent_Select>Unit_Select_Alien_Brute</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Alien_Brute</SFXEvent_Move>
<SFXEvent_Move_At_Top_Speed>Unit_Move_Alien_Brute</SFXEvent_Move_At_Top_Speed>
<SFXEvent_Attack>Unit_Attack_Alien_Brute</SFXEvent_Attack>
<SFXEvent_Attack_At_Top_Speed>Unit_Attack_Alien_Brute</SFXEvent_Attack_At_Top_Speed>
<SFXEvent_Guard />
<SFXEvent_Ambient_Moving> </SFXEvent_Ambient_Moving>
<Death_SFXEvent_Start_Die>Unit_Death_Alien_Brute</Death_SFXEvent_Start_Die>
<SFXEvent_Health_Low_Warning> </SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning> </SFXEvent_Health_Critical_Warning>
<SFXEvent_Enemy_Damaged_Health_Low_Warning> </SFXEvent_Enemy_Damaged_Health_Low_Warning>
<SFXEvent_Enemy_Damaged_Health_Critical_Warning> </SFXEvent_Enemy_Damaged_Health_Critical_Warning>
<SFXEvent_Tactical_Build_Started>GUI_BUILD_Infantry</SFXEvent_Tactical_Build_Started>
<SFXEvent_Tactical_Build_Complete>Unit_Select_Alien_Brute</SFXEvent_Tactical_Build_Complete>
<SFXEvent_Tactical_Build_Cancelled>GUI_BUILD_Infantry_Canceled</SFXEvent_Tactical_Build_Cancelled>
<!-- Maria 05.01.2006 - Adding build sounds for Global production -->
<SFXEvent_Build_Started>GUI_BUILD_Infantry</SFXEvent_Build_Started>
<SFXEvent_Build_Complete>Unit_Select_Alien_Brute</SFXEvent_Build_Complete>
<SFXEvent_Build_Cancelled>GUI_BUILD_Infantry_Canceled</SFXEvent_Build_Cancelled>
</BehaviorType>
<BehaviorType Name="GUIBehaviorType">
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
<!-- Maria 05.18.2006 - Data needed for the models attached to the mouse in Global -->
<GUI_Is_Top_View> No </GUI_Is_Top_View>
<GUI_Rotate_Angle_Degrees> 0.0 </GUI_Rotate_Angle_Degrees>
<GUI_Is_Model_Shifted_Down> Yes </GUI_Is_Model_Shifted_Down>
<GUI_Shift_Factor> 15.0 </GUI_Shift_Factor>
<GUI_Strategic_Mode_Scale> 0.08 </GUI_Strategic_Mode_Scale>
<GUI_Scene_Name> HealthBar_Scene_Small </GUI_Scene_Name>
<GUI_Receives_Input> false </GUI_Receives_Input>
<GUI_Min_Scale> 0.3 </GUI_Min_Scale>
<GUI_Max_Scale> 2.5 </GUI_Max_Scale>
<GUI_Default_Scale> 0.5 </GUI_Default_Scale>
<GUI_World_Offset> 0.0, 0.0, -10 </GUI_World_Offset>
</BehaviorType>
<BehaviorType Name="CrushBehaviorType">
<Crush_Defense> 36 </Crush_Defense> <!-- MLL Increased to be greater than the peacebringers crush power-->
<Crush_Power> 11 </Crush_Power><!-- jdg...4.12.07...upped from 7...I need this guy to stomp military infantry-->
</BehaviorType>
<BehaviorType Name="FleetBehaviorType">
<!-- Maria 05.24.2006 - How much space does the unit take up -->
<Unit_Pop_Cap> 5 </Unit_Pop_Cap>
</BehaviorType>
<BehaviorType Name="DeathFXBehaviorType">
<Death_Clone> Damage_Default, Alien_Brute_Death_Clone_Resource </Death_Clone>
<Death_Clone>Damage_Masari_Peacebringer_Disintegrate, Disintegrate_Death_Clone</Death_Clone>
<Death_Clone>Damage_Novus_Amplifier_Sonic_Resonance, Disintegrate_Death_Clone</Death_Clone>
<Death_Fade_Time>.25</Death_Fade_Time>
<Death_Persistence_Duration>10</Death_Persistence_Duration>
</BehaviorType>
<BehaviorType Name="SelectableBehaviorType">
<Select_Box_Scale>25</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
</BehaviorType>
<BehaviorType Name="RevealBehaviorType">
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
</BehaviorType>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability Name="Brute_Death_From_Above">
<Type>LEAP</Type>
<Recharge_Seconds>35.0</Recharge_Seconds>
<Is_Modal> NO </Is_Modal>
<Should_Targeting_Ignore_Objects> Yes </Should_Targeting_Ignore_Objects>
<GUI_Activated_Ability_Name> Alien_Brute_Activate_Death_From_Above_Ability </GUI_Activated_Ability_Name>
<Targeting_Type> LAND_PASSIBLE_LOCATION </Targeting_Type>
<Only_In_Tactical_Mode> true </Only_In_Tactical_Mode>
<Area_Effect_Decal_Distance> 75.0 </Area_Effect_Decal_Distance>
<Disable_Unit_Ability_Attribute> Is_Mind_Controlled </Disable_Unit_Ability_Attribute>
<SFXEvent_Target_Ability>SFX_Anim_Alien_Brute_Attack</SFXEvent_Target_Ability>
</Unit_Ability>
<Unit_Ability Name="Brute_Leap_Ability">
<Type>LEAP</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<Is_Modal> NO </Is_Modal>
<GUI_Activated_Ability_Name> Alien_Brute_Leap_Special_Ability </GUI_Activated_Ability_Name>
<Targeting_Type> LAND_PASSIBLE_LOCATION </Targeting_Type>
<Only_In_Tactical_Mode> true </Only_In_Tactical_Mode>
<Should_Targeting_Ignore_Objects> Yes </Should_Targeting_Ignore_Objects>
<Area_Effect_Decal_Distance> 20.0 </Area_Effect_Decal_Distance>
<SFXEvent_Target_Ability>SFX_Anim_Alien_Brute_Attack</SFXEvent_Target_Ability>
</Unit_Ability>
<Unit_Ability Name="Brute_Tackle_Ability">
<Type>ATTACK_SUBSTITUTE</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name> Alien_Brute_Tackle_Special_Ability </GUI_Activated_Ability_Name>
<!-- <SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Alien_Brute</SFXEvent_GUI_Unit_Ability_Activated> -->
<Targeting_Type> ENEMY_OBJECT </Targeting_Type>
<SFXEvent_Target_Ability>SFX_Anim_Alien_Brute_Attack</SFXEvent_Target_Ability>
</Unit_Ability>
<Unit_Ability Name="Brute_Smash_Ability">
<Type>EFFECT_GENERATOR</Type>
<Expiration_Seconds> 1.0 </Expiration_Seconds>
<Recharge_Seconds> 2.0 </Recharge_Seconds>
<GUI_Activated_Ability_Name> Brute_Smash_Attack </GUI_Activated_Ability_Name>
<Effect_Generator_Name> BruteSmashAttackGenerator </Effect_Generator_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Leap_Activation_Ability Name="Alien_Brute_Activate_Death_From_Above_Ability">
<Activation_Style>USER_INPUT</Activation_Style>
<Excluded_Unit_Categories> Flying </Excluded_Unit_Categories>
<Activation_Min_Range> 0 </Activation_Min_Range>
<Activation_Max_Range> 200 </Activation_Max_Range>
<Self_Destruct_On_Landing>NO</Self_Destruct_On_Landing>
<Block_Other_Abilities_When_Active>True</Block_Other_Abilities_When_Active>
</Leap_Activation_Ability>
<Leap_Activation_Ability Name="Alien_Brute_Leap_Special_Ability">
<Activation_Style>USER_INPUT</Activation_Style>
<Excluded_Unit_Categories> Flying </Excluded_Unit_Categories>
<Activation_Min_Range> 0 </Activation_Min_Range>
<Activation_Max_Range> 180 </Activation_Max_Range>
<Self_Destruct_On_Landing>NO</Self_Destruct_On_Landing>
<Block_Other_Abilities_When_Active>True</Block_Other_Abilities_When_Active>
</Leap_Activation_Ability>
<Generic_Attack_Ability Name="Brute_Punch_Attack">
<Activation_Style>SPECIAL_ATTACK</Activation_Style>
<Activation_Chance>1.0</Activation_Chance>
<Activation_Min_Range>0</Activation_Min_Range>
<Activation_Max_Range>15.0</Activation_Max_Range>
<Attack_Animation>ATTACK_SPECIAL_A</Attack_Animation>
<Damage_Frame_Number>11</Damage_Frame_Number>
<Damage_Amount>40.0</Damage_Amount> <!-- 50 -->
<Damage_Percentage>0.0</Damage_Percentage>
<Damage_Type>Damage_Alien_Brute_Melee_Knockback</Damage_Type>
<Excluded_Unit_Categories> Small | Flying | BodySocketHP </Excluded_Unit_Categories>
<Only_Appropriate_When_In_Range> false </Only_Appropriate_When_In_Range>
<Only_Appropriate_When_Ready> false </Only_Appropriate_When_Ready>
<Apply_Ballistic_Knockback> false </Apply_Ballistic_Knockback>
<Ballistic_Strength> 125.0 </Ballistic_Strength><!-- was 50 -->
<Is_Looping_Attack> false </Is_Looping_Attack>
<Uses_Countdown_Timer> false </Uses_Countdown_Timer>
<Face_Target_Before_Firing> true </Face_Target_Before_Firing>
<SFXEvent_Activate> Unit_Attack_Alien_Brute </SFXEvent_Activate>
<Ignore_Cooldown_For_Appropriate_Check> true </Ignore_Cooldown_For_Appropriate_Check>
</Generic_Attack_Ability>
<Effect_Generator_Ability Name="Brute_Smash_Attack">
<Activation_Min_Range> 0 </Activation_Min_Range>
<Activation_Max_Range> 20.0 </Activation_Max_Range>
<Pre_Generate_Anim_Type />
<Post_Generate_Anim_Type />
<Generating_Anim_Type> ATTACK_SPECIAL_B </Generating_Anim_Type>
<Damage_Frame_Number>14</Damage_Frame_Number>
<Effect_Generator_Name> BruteSmashAttackGenerator </Effect_Generator_Name>
<Activation_Style> SPECIAL_ATTACK </Activation_Style>
<Only_Appropriate_When_In_Range> false </Only_Appropriate_When_In_Range>
<Only_Appropriate_When_Ready> false </Only_Appropriate_When_Ready>
<Is_Looping_Attack> false </Is_Looping_Attack>
<Applicable_Unit_Categories> Piloted | Small | Medium </Applicable_Unit_Categories> <!-- Works against small medium and piloted units-->
<Excluded_Unit_Categories> Flying | BodySocketHP </Excluded_Unit_Categories>
<Uses_Countdown_Timer> true </Uses_Countdown_Timer>
<Face_Target> true </Face_Target>
<SFXEvent_Activate> SFX_Anim_Alien_Brute_Attack </SFXEvent_Activate>
<Ignore_Cooldown_For_Appropriate_Check> true </Ignore_Cooldown_For_Appropriate_Check>
</Effect_Generator_Ability>
<Tackle_Ability Name="Alien_Brute_Tackle_Special_Ability">
<Activation_Style>USER_INPUT</Activation_Style>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>15.0</Activation_Max_Range>
<Excluded_Unit_Categories> Flying </Excluded_Unit_Categories>
<Only_Appropriate_When_In_Range> false </Only_Appropriate_When_In_Range>
<Only_Appropriate_When_Ready> true </Only_Appropriate_When_Ready>
<Attack_Animation>Anim_Force_Run</Attack_Animation>
<Face_Target_Before_Firing> true </Face_Target_Before_Firing>
<Damage_Frame_Number>7</Damage_Frame_Number>
<Damage_Amount>100.0</Damage_Amount> <!--30-->
<Damage_Type>Damage_Alien_Brute_Melee_Knockback</Damage_Type>
<Spawn_Object_Type> Proj_Tackle_Object </Spawn_Object_Type>
<Tackle_Anim_Sub_Index_Override> 1 </Tackle_Anim_Sub_Index_Override>
<Tackle_Charge_Distance> 240 </Tackle_Charge_Distance>
<Effect_Generator_Name> Brute_Charge_Effect_Generator </Effect_Generator_Name>
<Apply_Ballistic_Knockback> true </Apply_Ballistic_Knockback>
<Ballistic_Strength> 150 </Ballistic_Strength>
<SFXEvent_Apply_Damage> Unit_Charge_Impact_Alien_Brute </SFXEvent_Apply_Damage>
<Block_Other_Abilities_When_Active>True</Block_Other_Abilities_When_Active>
</Tackle_Ability>
</Abilities>
<!-- EFFECT GENERATORS -->
<Effect_Generator_Data SubObjectList="Yes">
<Effect_Generator Name="Brute_Charge_Effect_Generator">
<Should_Deactivate_Manually> true </Should_Deactivate_Manually>
<Is_Independent_Generator> true </Is_Independent_Generator>
<Effect_Generator_Entry Name="Entry1">
<Effect_Name> Alien_Brute_Charge_Speed_Boost_Effect </Effect_Name>
<Duration> -1 </Duration>
<Target_Gathering_Mask> Self </Target_Gathering_Mask>
</Effect_Generator_Entry>
</Effect_Generator>
<Effect_Generator Name="Brute_Leap_Landing_Effect_Generator">
<Should_Deactivate_Manually> false </Should_Deactivate_Manually>
<Is_Independent_Generator> true </Is_Independent_Generator>
<Effect_Generator_Entry Name="Entry1">
<Effect_Name> Brute_Leap_Landing_Effect </Effect_Name>
<Duration> 0.0 </Duration>
<Target_Gathering_Mask> SelfAE </Target_Gathering_Mask>
<Target_Filter_C> Is_Enemy </Target_Filter_C>
<Area_Effect_Radius> 5 </Area_Effect_Radius>
</Effect_Generator_Entry>
<Effect_Generator_Entry Name="Entry2">
<Effect_Name> Brute_DFA_Leap_Landing_Effect </Effect_Name>
<Duration> 0.0 </Duration>
<Target_Gathering_Mask> SelfAE </Target_Gathering_Mask>
<Target_Filter_C> Is_Enemy </Target_Filter_C>
<Area_Effect_Radius> 80 </Area_Effect_Radius>
</Effect_Generator_Entry>
<Effect_Generator_Entry Name="Entry3">
<Effect_Name> Brute_DFA_Landing_VisualEffect </Effect_Name>
<Duration> 0.0 </Duration>
<Target_Gathering_Mask> Self </Target_Gathering_Mask>
</Effect_Generator_Entry>
</Effect_Generator>
<Effect_Generator Name="Alien_Brute_Regenerate_Effect_Generator">
<Should_Deactivate_Manually> true </Should_Deactivate_Manually>
<Modal_Refresh_Frequency> 2.1 </Modal_Refresh_Frequency>
<Starts_Active> true </Starts_Active>
<Effect_Generator_Entry Name="Entry1">
<Effect_Name> Alien_Brute_Regenerate_Effect </Effect_Name>
<Duration> 5.1 </Duration>
<Target_Gathering_Mask> Self </Target_Gathering_Mask>
<Target_Filter_C> Can_Not_Create_Mutant </Target_Filter_C>
</Effect_Generator_Entry>
<Effect_Generator_Entry Name="Entry2">
<Effect_Name> Alien_Brute_Regenerate_Irradiated_Effect </Effect_Name>
<Duration> 5.1 </Duration>
<Target_Gathering_Mask> Self </Target_Gathering_Mask>
<Target_Filter_C> Can_Create_Mutant </Target_Filter_C>
</Effect_Generator_Entry>
</Effect_Generator>
<Effect_Generator Name="BruteSmashAttackGenerator">
<Should_Deactivate_Manually> false </Should_Deactivate_Manually>
<Effect_Generator_Entry Name="Entry1">
<Effect_Name> BruteSmashAttackDamage </Effect_Name>
<Duration> 1.2 </Duration>
<Target_Gathering_Mask> Target | SelfAE </Target_Gathering_Mask>
<Target_Filter_C> Is_Enemy </Target_Filter_C>
<Area_Effect_Radius> 30.0 </Area_Effect_Radius>
<Arc_Of_Effect> 90.0 </Arc_Of_Effect>
<Should_Add_All_Team_Members_As_Targets> false </Should_Add_All_Team_Members_As_Targets>
<Should_Add_Team_Container_As_Target> false </Should_Add_Team_Container_As_Target>
<Base_Delay>.3 </Base_Delay>
</Effect_Generator_Entry>
</Effect_Generator>
<!-- Standard Sell generator - 06/28/2007 -->
<!--INCLUDE ".\Data\XML\Includes\Sell_Effect_Generators\ALIEN_Sell_Generators.xml" -->
</Effect_Generator_Data>
</X10_Alien_Units>
<X10_Alien_Units Name="Alien_Brute_Death_Clone_Resource">
<Variant_Of_Existing_Type>Alien_Brute</Variant_Of_Existing_Type>
<Use_Base_Type_By_Default> false </Use_Base_Type_By_Default>
<BehaviorType Name="ProductionBehaviorType">
<Is_Strategic_Buildable_Type> No </Is_Strategic_Buildable_Type>
</BehaviorType>
<Space_Layer> LandDynamic </Space_Layer>
<UnitCollisionClass> Vehicle </UnitCollisionClass>
<Custom_Hard_XExtent> 10.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 4.0 </Custom_Hard_YExtent>
<Custom_Hard_XExtent_Offset> -25.0 </Custom_Hard_XExtent_Offset>
<Custom_Hard_YExtent_Offset> 5.0 </Custom_Hard_YExtent_Offset>
<IsDeathCloneObstacle> true </IsDeathCloneObstacle>
<CategoryMask> Medium, Organic, Resource_INST </CategoryMask>
<LandBehavior>
HIDE_WHEN_FOGGED,
BALLISTIC,
RESOURCE,
EFFECT_REGISTRY,
ATTRIBUTE_DIRECTORY
</LandBehavior>
<BehaviorType Name="ResourceBehaviorType">
<Resource_Units> 500 </Resource_Units>
<Resource_For_Faction> Alien, Alien_ZM06_KamalRex </Resource_For_Faction>
<Is_Single_Resource> true </Is_Single_Resource>
<Use_Death_Behavior> true </Use_Death_Behavior>
</BehaviorType>
<Is_Placed_By_Editor>false</Is_Placed_By_Editor>
</X10_Alien_Units>
<!-- **************************************************************************************** -->
<!-- *** PROJECTILES ************************************************************************ -->
<!-- **************************************************************************************** -->
<Projectile Name="Proj_Tackle_Object">
<!-- ART -->
<Land_Model_Name> p_alien_em_jammer_effect.alo </Land_Model_Name>
<!-- INTERFACE -->
<Text_ID> TEXT_NONE </Text_ID>
<Is_Placed_By_Editor> false </Is_Placed_By_Editor>
<!-- BEHAVIORS -->
<Behavior>
PROJECTILE,
HIDE_WHEN_FOGGED
</Behavior>
<BehaviorType Name="ArmorAndDamageBehaviorType">
<Damage_Type> Damage_Alien_Brute_Melee_Knockback </Damage_Type>
</BehaviorType>
<BehaviorType Name="ProjectileBehaviorType">
<Projectile_Damages_Random_Hard_Points> No </Projectile_Damages_Random_Hard_Points>
<Projectile_Category> DEFAULT </Projectile_Category>
<Projectile_Max_Flight_Distance> 0.0 </Projectile_Max_Flight_Distance>
<Projectile_Does_Shield_Damage> No </Projectile_Does_Shield_Damage>
<Projectile_Does_Hitpoint_Damage> Yes </Projectile_Does_Hitpoint_Damage>
<Projectile_Damage>0.0</Projectile_Damage>
<Projectile_Blast_Area_Damage>25.0</Projectile_Blast_Area_Damage> <!--75-->
<Projectile_Blast_Area_Range>30.0</Projectile_Blast_Area_Range>
<Projectile_Ballistic_Knockback_Radius> 40 </Projectile_Ballistic_Knockback_Radius>
<Projectile_Causes_Knockback_To_Enemy_Units> true </Projectile_Causes_Knockback_To_Enemy_Units>
<Ballistic_Knockback_Strength> 150 </Ballistic_Knockback_Strength>
<Ballistic_Knockback_Probability> 1 </Ballistic_Knockback_Probability>
<Ballistic_Knockback_Angular_Strength> 0 </Ballistic_Knockback_Angular_Strength>
<Can_Be_Redirected>False</Can_Be_Redirected>
</BehaviorType>
<BehaviorType Name="SFXBehaviorType">
<Projectile_SFXEvent_Detonate>SFX_Brute_Fist_Hit</Projectile_SFXEvent_Detonate>
<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Brute_Fist_Hit </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
</BehaviorType>
</Projectile>
<Projectile Name="Proj_Swat_Object">
<!-- ART -->
<!-- <Land_Model_Name> p_alien_em_jammer_effect.alo </Land_Model_Name> -->
<!-- INTERFACE -->
<Text_ID> TEXT_NONE </Text_ID>
<Is_Placed_By_Editor> false </Is_Placed_By_Editor>
<!-- BEHAVIORS -->
<Behavior>
PROJECTILE,
HIDE_WHEN_FOGGED
</Behavior>
<BehaviorType Name="ArmorAndDamageBehaviorType">
<Damage_Type> Damage_Alien_Brute_Smash </Damage_Type>
</BehaviorType>
<BehaviorType Name="ProjectileBehaviorType">
<Projectile_Damages_Random_Hard_Points> No </Projectile_Damages_Random_Hard_Points>
<Projectile_Category> DEFAULT </Projectile_Category>
<Projectile_Max_Flight_Distance> 0.0 </Projectile_Max_Flight_Distance>
<Projectile_Does_Shield_Damage> No </Projectile_Does_Shield_Damage>
<Projectile_Does_Hitpoint_Damage> Yes </Projectile_Does_Hitpoint_Damage>
<!-- <Projectile_Damage>100.0</Projectile_Damage> -->
<Projectile_Blast_Area_Damage>0.0</Projectile_Blast_Area_Damage>
<Projectile_Blast_Area_Range>0.0</Projectile_Blast_Area_Range>
<Projectile_Ballistic_Knockback_Radius> 50 </Projectile_Ballistic_Knockback_Radius>
<Projectile_Causes_Knockback_To_Enemy_Units> false </Projectile_Causes_Knockback_To_Enemy_Units>
<Ballistic_Knockback_Strength> 35 </Ballistic_Knockback_Strength>
<Ballistic_Knockback_Probability> 1 </Ballistic_Knockback_Probability>
<Ballistic_Knockback_Angular_Strength> 0 </Ballistic_Knockback_Angular_Strength>
<Can_Be_Redirected>False</Can_Be_Redirected>
</BehaviorType>
<BehaviorType Name="SFXBehaviorType">
<Projectile_SFXEvent_Detonate>SFX_Brute_Fist_Hit</Projectile_SFXEvent_Detonate>
<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Brute_Fist_Hit </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
</BehaviorType>
</Projectile>
</Alien_INF_Brute_XML>
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