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Basics of Coding Begginers Guide

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lycan

Category: Coding
Level: Beginner
Created: Wednesday April 9, 2008 - 7:50
Updated: Wednesday April 9, 2008 - 8:07
Views: 5489
Summary: A brief summary of how to code

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Code
<?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>

Credits

lycanTutorial Writer

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