diff --git a/Allied/artmd_allied.ini b/Allied/artmd_allied.ini deleted file mode 100644 index 8d69393..0000000 --- a/Allied/artmd_allied.ini +++ /dev/null @@ -1,19623 +0,0 @@ -; ART.INI -; This control file provides the information necessary to handle the -; artwork in Tiberian Sun. The information usually covers sprite -; animation and related characteristics. There is one section -; for each sprite data file. The sprite section names are unique -; within the system and are referred to by name in the RULES.INI -; control file. - -; *** Game Object Art *** -; Cameo = image to use if this object happens to appear in the sidebar (def=none) -; Voxel = Is this a voxel image (def=no)? -; Remapable = Can this object be remapped to owner's color (def=no)? -; Normalized = If its animation be regulated to appear constant speed (def=no)? -; Theater = Does it have theater specific imagery (def=no)? -; NewTheater = Does it have theater specific name (def=no)? This changes the second character of the name dependant on theater. -; RotCount = number of rotation stages [old system only] (def=32)? -; ShadowIndex = index of voxel piece to use for the shadow (def=0) [only needed for voxel hierarchies] -; TurretOffset = turret center offset along body centerline, in leptons (def=0) -; FireAngle = default angle to raise barrel above direct line to targe [in degrees] (def=10) -; BarrelLength = length of barrel expressed in 1.5 inch increments (def = 0 i.e., no independant barrel equipped) -; PrimaryFireFLH = lepton offset [Forward,Lateral,Height from turret center] for bullet start position (def=0,0,0) -; SecondaryFireFLH = alternate weapon offset for bullet start position (def=0,0,0) -; ElitePrimaryFireFLH = elite version of PrimaryFireFLH. -; EliteSecondaryFireFLH = elite version of SecondaryFireFLH. -; <<< applies only to artwork used for infantry >>> -; Sequence = infantry animation sequence name [required] -; Crawls = Does the infantry have crawling animation [else it is running] (def=yes)? -; FireUp = frame of projectile launch when firing standing [required if it has firing animation] (def=0) -; <<< applies only to vehicles >>> -; VisibleLoad = Does the unit have duplicate shape set for loaded with ammo state (def=no)? -; UseTurretShadow = use the turret of the object to cast shadow (def=no)? -; <<< applies only to turret changers >>> -; WeaponXFLH=like PrimaryFireFLH, but for Weapon X where X is an integer. (def=0) -; WeaponXBarrelLength=like PBarrelLength (def=0) -; WeaponXBarrelThickness=like PBarrelThickness (def=0) -; WeaponXTurretLocked=indicates that the turret does not rotate (used for non-weaponed turrets) (def=false) -; <<< applies only to building types >>> -; Foundation = the size of the building [width x height] (def=1x1) -; Height = height of the building [in levels] (def = 2) -; <<< 'behind building' stuff >>> -; OccupyHeight = visible height of the building [in levels] (def = 2). Used for behind building stuff. Defaults to same as 'Height' -; CanHideThings = true/false - specifies whether this building marks cells so other objects will be hidden on the cells it occupies -; CanBeHidden = true/false - specfies whether this building can be 'hidden' by others -; AddOccupy[1..4] = offsetX,offsetY - adds tiles to the 'hidden' occupancy list at offset from where building is placed -; RemoveOccupy[1..4] = offsetX,offsetY - removes tiles to the 'hidden' occupancy list at offset from where building is placed -; PrimaryFirePixelOffset = Pixel offset to apply to building when firing a bullet. Used when the building has no turret and so the offset is fixed. -; SecondaryFirePixelOffset = Pixel offset to apply to building when firing a bullet. Used when the building has no turretand so the offset is fixed. -; SimpleDamage = Does building have simple damage imagery (def=yes)? -; Buildup = graphic image to use when construction occurs (def=none) -; AuxAnim = Anim to use for overlaying animation states. -; AltImage = Is there an alternate image [frame #2] to use when viewed by enemy player (def=no)? -; ChargeAnim = SJM: I have disabled this system and replaced it with the DelayedFire system. Does this building have Tesla-coil like charge up anim (def=no)? -; SiloDamage = Is damage image based on base Tiberium storage level (def=no)? -; Flat = Is building flat on the ground [helps with drawing logic to know this] (def=no)? -; Recoilless = Does the building NOT have recoil anim even though it might have a turret (def=no)? -; ToOverlay = when placed down, actually convert into this overlay type (def=none) -; DamageLevels = how many levels of damage it can take [for walls only] -; PowerUp1Anim = The animation to add to this building when powered up by one level -; PowerUp1AnimDamaged = Damaged version of The animation to add to this building when powered up by one level -; PowerUp1LocX = The x offset from the buildings draw position for this powerup animation -; PowerUp1LocY = The x offset from the buildings draw position for this powerup animation -; PowerUp1LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. -; PowerUp1YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects -; PowerUp2Anim = The animation to add to this building (in addition to the level 1 power up) when powered up by two levels -; PowerUp2AnimDamaged = Damaged version of The animation to add to this building when powered up by two level -; PowerUp2LocX = The x offset from the buildings draw position for this powerup animation -; PowerUp2LocY = The x offset from the buildings draw position for this powerup animation -; PowerUp2LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. -; PowerUp2YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects -; PowerUp3Anim = The animation to add to this building (in addition to the level 1&2 power ups) when powered up by three levels -; PowerUp3AnimDamaged = Damaged version of The animation to add to this building when powered up by three level -; PowerUp3LocX = The x offset from the buildings draw position for this powerup animation -; PowerUp3LocY = The x offset from the buildings draw position for this powerup animation -; PowerUp3LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. -; PowerUp3YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects -; ActiveAnim = Animation to use for building active animation -; ActiveAnimDamaged = Animation to use for building active animation when damaged -; ActiveAnimX = X offset from building position for active animation -; ActiveAnimY = Y offset from building position for active animation -; ActiveAnimYSort = Adjustment to position to use when sorting the layer prior to rendering. -; ActiveAnimZAdjust = Adjustment to normal Z when rendering this animation over the building. -; ActiveAnimPowered = Does the animation require that the building has power (def=yes) -; ActiveAnimTwo = Animation to use for building active animation -; ActiveAnimTwoDamaged = Animation to use for building active animation when damaged -; ActiveAnimTwoX = X offset from building position for active animation -; ActiveAnimTwoY = Y offset from building position for active animation -; ActiveAnimTwoYSort = Adjustment to position to use when sorting the layer prior to rendering. -; ActiveAnimTwoZAdjust = Adjustment to normal Z when rendering this animation over the building. -; ActiveAnimTwoPowered = Does the animation require that the building has power (def=yes) -; ActiveAnimThree = Animation to use for building active animation -; ActiveAnimThreeDamaged = Animation to use for building active animation when damaged -; ActiveAnimThreeX = X offset from building position for active animation -; ActiveAnimThreeY = Y offset from building position for active animation -; ActiveAnimThreeYSort = Adjustment to position to use when sorting the layer prior to rendering. -; ActiveAnimThreeZAdjust = Adjustment to normal Z when rendering this animation over the building. -; ActiveAnimThreePowered = Does the animation require that the building has power (def=yes) -; TerrainPalette = Draw this in the terrain palette not the building palette. (def=no) -; <<< applies on to vessels >>> -; Rotates = Does the vessel rotate [old system only] (def=yes)? -; <<< applies only to aircraft >>> -; Rotors = Does this aicraft have an attached rotor animation (def=no)? -; CustomRotor = Does it have custom rotor shapes according to facing (def=no)? -;6-1-00 GS I took out all of the blatantly old entries and left borderline cases commented out - -;GEF -; FireProne = frame of projectile launch when firing prone [required if it has firing animation] (def=0) ;GEF (This one was already in, but uncommented) -; SecondaryFire = frame of projectile launch when firing secondary weapon while standing [required if it has firing animation] (def=0) -; SecondaryProne = frame of projectile launch when firing secondary weapon while prone [required if it has firing animation] (def=0) - -;GEF DoubleThick = If this is part of a building/anim set that double overlaps, which means that you should make it extra transparent when it gets chronoed out since there are two layers of transparency to go through - -[ROCK] ; Rocketeer -Cameo=JJETICON -AltCameo=JJETUICO -Sequence=RocketeerSequence -Crawls=no -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,0,120 - -[LUNR] ; Soviet Lunar Troops -Image=LUNR -Cameo=LUNRICON -AltCameo=LUNRUICO -Sequence=RocketeerSequence -Crawls=no -Remapable=yes -FireUp=2 -PrimaryFireFLH=75,-50,85 - -[SPY] ; Spy -Cameo=SPYICON -Sequence=SpySequence -Crawls=yes -Remapable=yes -FireUp=1 - -[CONS] ; Conscript -Cameo=E2ICON -AltCameo=E2UICO -Sequence=ConSequence -Crawls=yes -Remapable=yes -FireUp=6 -PrimaryFireFLH=60,0,100 - -[SLAV] ; Slave for slave miner -Cameo=E2ICON -AltCameo=E2UICO -Sequence=SlaveSequence -Crawls=no -Remapable=yes -FireUp=6 -PrimaryFireFLH=60,0,100 - -[INIT] ; Initiate -Cameo=INITICON -AltCameo=INITUICO -Sequence=LangIdleMDSequence -Crawls=yes -Remapable=yes -FireUp=6 -PrimaryFireFLH=60,0,100 - -[FLAKT] ; Flak Trooper -Cameo=FLKTICON -AltCameo=FLKTUICO -Sequence=FlakSequence -;Crawls=yes -Crawls=no -Remapable=yes -FireUp=3 -PrimaryFireFLH=90,0,175 -SecondaryFireFLH=90,0,175 - -[TRST] ; Terrorist -Cameo=TRSTICON -AltCameo=TRSTUICO -Sequence=TerroristSequence -;Crawls=yes -Crawls=no -Remapable=yes -FireUp=1 - -[CIVAN] ; Chrono Ivan -Cameo=IVNCICON -Sequence=CIvanSequence -Crawls=yes -Remapable=yes -FireUp=6 -PrimaryFireFLH=80,0,85 - -[SHK] ; Shock Trooper -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=ConSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -[BRUTE] ; Brute -Cameo=BRUTICON -AltCameo=BRUTUICO -Sequence=BruteSequence -Crawls=no -Remapable=yes -FireUp=6 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 -SecondaryFire=7 - -[DESO] ; Desolator -Cameo=DESOICON -AltCameo=DESOUICO -Sequence=DesoSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 - -[CLEG] ; Chrono Legion -Cameo=CLEGICON -AltCameo=CLEGUICO -Sequence=ClegSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 - -[COW] ; Cow -;Sequence=COWSequence -Sequence=AnimalSequence -Crawls=no -Remapable=yes -FireUp=2 -PrimaryFireFLH=80,0,85 - -[ALL] ; Alligator -;Sequence=GatorSequence -Sequence=AnimalSequence -Crawls=no -Remapable=no -FireUp=5 - -[POLARB] ; Polar Bear -Sequence=AnimalSequence -Crawls=no -Remapable=no -FireUp=5 - -[JOSH] ; Monkey -Sequence=AnimalSequence -Crawls=no -Remapable=no -FireUp=5 - -[DNOA] ; T-Rex -Sequence=TrexSequence -Crawls=no -Remapable=no -FireUp=5 -SecondaryFire=5 - - -[DNOB] ; Brontosaurus -Image=DNOB -Sequence=BrontSequence -Crawls=no -Remapable=no -FireUp=5 - -[CAML] ; Camel -Image=JOSH -Sequence=AnimalSequence -Crawls=no -Remapable=no -FireUp=5 - -[GI] ; GI -Cameo=GIICON -AltCameo=GIUICO -Sequence=GISequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=80,0,105 -SecondaryFireFLH=80,0,90 - -[GGI] ; Guardian GI -Cameo=GDGIICON -AltCameo=GDGIUICO -Sequence=GuardianGISequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=80,0,105 -SecondaryFireFLH=80,0,90 - -[SNIPE] ; Sniper -Cameo=SNIPICON -AltCameo=SNIPUICO -Sequence=ConSequence ;Generic infantry that can paradrop -Crawls=yes -Remapable=yes -FireUp=5 -PrimaryFireFLH=80,0,85 - -[VIRUS] ; Virus -Cameo=VRUSICON -AltCameo=VRUSUICO -Sequence=GenericMDSequence ;Generic MD infantry that can't paradrop -Crawls=yes -Remapable=yes -FireUp=5 -PrimaryFireFLH=80,0,85 - -[YURI] ; Yuri -Cameo=YCLNICON;YURIICON -AltCameo=YCLNUICO -Sequence=YuriSequence -Crawls=yes -Remapable=yes -FireUp=6 -PrimaryFireFLH=15,0,140 -SecondaryFireFLH=15,0,140 ; SJM: brain blast should come from head, not feet - -;[YURIPR] ; Yuri Prime -;Cameo=YYPRICON;YURPICON -;AltCameo=YURPUICO -;Sequence=YuriPrSequence -;Crawls=yes -;Remapable=yes -;FireUp=6 -;PrimaryFireFLH=10,0,195 -;SecondaryFireFLH=10,0,195 ; SJM: brain blast should come from head, not feet - -[YURIX] ; Yuri Prime -Cameo=YYPRICON;YURPICON -AltCameo=YYPRUICO -Sequence=YuriXSequence -Crawls=yes -Remapable=yes -FireUp=6 -PrimaryFireFLH=10,0,195 -SecondaryFireFLH=10,0,195 ; SJM: brain blast should come from head, not feet - -[PTROOP] ; P Trooper -Cameo=PSICICON -AltCameo=PSICUICO -Sequence=PsiTroopSequence -Crawls=yes -Remapable=yes -FireUp=6 -PrimaryFireFLH=15,0,140 - -[IVAN] ; Crazy Ivan -Cameo=IVANICON -Sequence=IvanSequence -Crawls=yes -Remapable=yes -FireUp=6 -PrimaryFireFLH=80,0,85 - -[DOG] ; Soviet Attack Dog -Cameo=DOGICON -AltCameo=DOGUICO -Sequence=DogSequence -Crawls=no -Remapable=yes -FireUp=6 -PrimaryFireFLH=0,0,0 - -[ADOG] ; Allied Attack Dog -Cameo=ADOGICON -AltCameo=ADOGUICO -Sequence=DogSequence -Crawls=no -Remapable=yes -FireUp=6 -PrimaryFireFLH=0,0,0 - -[SEAL] ; Regular SEAL -Cameo=SEALICON -AltCameo=SEALUICO -Sequence=SealSequence -Crawls=yes -Remapable=yes -FireUp=3 -PrimaryFireFLH=100,0,100 - -[SEALA] ; Arctic Seal -Cameo=SEALICON -AltCameo=SEALUICO -Sequence=SealSequence -Crawls=yes -Remapable=yes -FireUp=3 -PrimaryFireFLH=100,0,100 - -[TANY] ; Tanya -Sequence=TanyaSequence -Cameo=TANYICON -AltCameo=TANYUICO -Crawls=yes -Remapable=yes -FireUp=3 -PrimaryFireFLH=100,0,100 - -[BORIS] ; Boris -Sequence=BorisSequence -Cameo=BRISICON -AltCameo=BRISUICO -Crawls=no -Remapable=yes -FireUp=3 -PrimaryFireFLH=100,0,100 - -[CCOMAND] ; Chrono Commando -Sequence=ComandoSequence -Cameo=CCOMICON -AltCameo=CCOMUICO -Crawls=yes -Remapable=yes -FireUp=3 -PrimaryFireFLH=100,0,100 - -[ENGINEER] ; Allied/Soviet Engineer -Cameo=ENGNICON -AltCameo=ENGNUICO -Sequence=EngineerSequence -Crawls=yes -Remapable=yes -FireUp=2 - -[YENGINEER] ; Yuri Engineer -Image=ENGINEER -Cameo=YENGICON -AltCameo=YENGUICO -Sequence=EngineerSequence -Crawls=yes -Remapable=yes -FireUp=2 - -[CIV1] -Sequence=Civ2Sequence -Crawls=no -FireUp=2 - -[CIV2] -Sequence=Civ2Sequence -Crawls=no -FireUp=2 - -[CIV3] -Sequence=TechSequence -Crawls=no -FireUp=2 - -[EINS] -Sequence=EinsSequence -Crawls=no -FireUp=2 - -[MUMY] -Sequence=MummySequence -Crawls=no -FireUp=2 - -[VLADIMIR] ; Vladimir -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=E1Sequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -[PENTGEN] ; Pentagon General -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=GenSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -[PRES] ; President -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=CivSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -[RMNV] ; President -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=SpySequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -[SSRV] ; Secret Service -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=CivGunSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -[STLN] ; Stalone -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=HeroOneSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -[ARND] ; Arnold -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=HeroTwoSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -;GEF Poor Clint, he didn't get his own art. Look at CIVC, the old cowboy civ art -[CLNT] ; Clint Eastwood -Image=ARND -Cameo=SHKICON -AltCameo=SHKUICO -Sequence=ConSequence -Crawls=yes -Remapable=yes -FireUp=2 -PrimaryFireFLH=100,-25,135 -SecondaryFireFLH=100,-25,135 - -[CIVA] -Sequence=CivGunSequence -Crawls=yes -FireUp=2 - -[CIVB] -Sequence=CivGunSequence -Crawls=yes -FireUp=2 - -[CIVC] -Sequence=CivGunSequence -Crawls=yes -FireUp=2 - -[CIVBBP] -Sequence=CivSequence -Crawls=yes -FireUp=2 - -[CIVBFM] -Sequence=CivSequence -Crawls=yes -FireUp=2 - -[CIVBF] -Sequence=CivSequence -Crawls=yes -FireUp=2 - -[CIVBTM] -Sequence=CivSequence -Crawls=yes -FireUp=2 - -[CIVSFM] -Sequence=CivGunSequence -Crawls=yes -FireUp=2 - -[CIVSF] -Sequence=CivGunSequence -Crawls=yes -FireUp=2 - -[CIVSTM] -Sequence=CivGunSequence -Crawls=yes -FireUp=2 - -; Vehicle artwork follows - -[TRUCKA] -Voxel=yes -Cameo=TRKAICON -Remapable=yes -PrimaryFireFLH=40,32,96 -SecondaryFireFLH=-32,80,120 -PBarrelLength=192 - -[TRUCKB] -Voxel=yes -Remapable=yes -PrimaryFireFLH=40,32,96 -SecondaryFireFLH=-32,80,120 -PBarrelLength=192 - -[HORV] ; Soviet harvester without back -Voxel=yes -Remapable=yes - -[HARV] ; Soviet harvester -Cameo=HARVICON -AltCameo=HARVUICO -Voxel=yes -Remapable=yes -TurretOffset=50 -PrimaryFireFLH=75,0,150 - -[CMIN] ; Allied harvester -Cameo=AHRVICON -Voxel=yes -Remapable=yes - -[MIND] ; Mastermind -Cameo=MINDICON -AltCameo=MINDUICO -Voxel=yes -Remapable=yes -AlternateFLH0=0,25,90;gs scatter the mind control lines -AlternateFLH1=0,-25,90 -AlternateFLH2=-50,25,90 -AlternateFLH3=-50,-25,90 -AlternateFLH4=-25,0,90 - -[CMON] ; Allied harvester without back -Voxel=yes -Remapable=yes - -[SMIN] ; Yuri Slave Miner -Cameo=SMINICON -AltCameo=SMINUICO -Voxel=yes -Remapable=yes -TurretOffset=70 -PrimaryFireFLH=120,0,185 - -[SUB] ;soviet submarine -Cameo=SubICON -Voxel=yes -Remapable=yes -PrimaryFireFLH=150,0,0 - -[BSUB] ;Yuri Boomer submarine -Cameo=BSUBICON -Voxel=yes -Remapable=yes -PrimaryFireFLH=225,65,0 -SecondaryFireFLH=0,0,-40 -SecondSpawnOffset=-70,0,0 - -[XSUB] -Cameo=BSUBICON -Voxel=yes -Remapable=yes -PrimaryFireFLH=225,65,0 -SecondaryFireFLH=0,0,-40 -SecondSpawnOffset=-70,0,0 - -[DLPH] ;allied dolphin -Cameo=DLPHICON -Voxel=no -Remapable=yes -WalkFrames=6 -FiringFrames=6 - -[AEGIS] -Cameo=AGISICON -; TurretOffset=150 -Voxel=yes -Remapable=yes - -[CARRIER] -Cameo=CARRICON -;PrimaryFireFLH=240,0,20 ; offset for take off -Voxel=yes -Remapable=yes - -[DRED] -Cameo=DREDICON -Voxel=yes -Remapable=yes -PrimaryFireFLH=30,43,92 ; offset for take off -- position for missile voxels - -[VLAD] -Cameo=CARRICON -Voxel=yes -Remapable=yes -PrimaryFireFLH=30,43,92 ; offset for take off -- position for missile voxels - -[DEST] -Cameo=desticon -Voxel=yes -Remapable=yes -PrimaryFireFLH=280,0,120 - -[TELE] ; Telekenetic Tank -Cameo=TELEICON -AltCameo=TELEUICO -Voxel=yes -TurretOffset=-100 -Remapable=yes -PrimaryFireFLH=85,0,130;50,0,100 - -[V3] ; V3 -Cameo=V3ICON -AltCameo=V3UICO -Voxel=yes -Remapable=yes -PrimaryFireFLH=-160,0,75 - -[V3ROCKET] -;Trailer=DURASMOKE -SpawnDelay=2;1 -Voxel=yes -Remapable=no -CanBeHidden=no - -[DMISL] -SpawnDelay=2;1 -Voxel=yes -Remapable=no -CanBeHidden=no - -[BSUBMISL] -SpawnDelay=2;1 -Voxel=yes -Remapable=no -CanBeHidden=no - -[FALC] ; Intruder -Voxel=yes -Remapable=yes -Cameo=FALCICON -AltCameo=FALCUICO - -[BEAG] ; Black Eagle -Voxel=yes -Remapable=yes -Cameo=BEAGICON -AltCameo=BEAGICON - -[BPLN] ; Boris Attack Plane -Voxel=yes -Remapable=yes -Cameo=BPLNICON -AltCameo=BPLNICON -PrimaryFireFLH=25,100,0 - -[FORTRESS] -Voxel=yes -Remapable=yes -PrimaryFireFLH=25,100,0 - -;[ICBM] -;Voxel=yes -;Remapable=yes - -[MCV] ; Allied MCV -Cameo=MCVICON -Remapable=yes -Voxel=yes - -[SMCV] ; Soviet MCV -Cameo=SMCVICON -Remapable=yes -Voxel=yes - -[PCV] ; Yuri MCV -Cameo=YPCVICON -Remapable=yes -Voxel=yes - -[HYD] ; Sea Scorpion -Cameo=HOVRICON -Voxel=yes -Remapable=yes -PrimaryFireFLH=65,0,180 -SecondaryFireFLH=65,0,180 ;gs needs own listing - -[FV] ; IFV -Cameo=FVICON -AltCameo=FVUICO -Voxel=yes -Remapable=yes -Weapon1FLH=64,48,180 ; Missile -- missile turret -Weapon2FLH=88,0,176 ; Engineer's repair arm -Weapon3FLH=72,0,160 ; GI -- gun turret -Weapon4FLH=72,0,160 ; Flak Trooper -- gun turret -Weapon5FLH=72,0,160 ; SEAL -- gun turret -Weapon6FLH=72,0,160 ; Sniper -- gun turret -Weapon7FLH=72,0,160 ; Shock Trooper -- high-tech turret -Weapon8FLH=72,0,160 ; Crazy Ivan -- high-tech turret (he just blows up so offset not important) -Weapon9FLH=72,0,160 ; Yuri -- high-tech turret (he does brain blast) -Weapon10FLH=72,0,160 ; Desolator -- high-tech turret -Weapon11FLH=72,0,160 ; Chrono Legion -- high-tech turret -Weapon12FLH=72,0,160 ; Terrorist -- high-tech turret (he just blows up) -Weapon13FLH=72,0,160 ; Cow -- high-tech turret -Weapon14FLH=72,0,160 ; Initiate -- high-tech turret -Weapon15FLH=72,0,160 ; Virus -- high-tech turret -Weapon16FLH=72,0,160 ; Yuri Prime -- high-tech turret -Weapon17FLH=64,48,180 ; Guardian GI -- high-tech missile turret - -[HTK] ; Half Track -Cameo=HTKICON -AltCameo=HTKUICO -Voxel=yes -TurretOffset=-80 -Remapable=yes -PrimaryFireFLH=65,0,220 -SecondaryFireFLH=65,0,220 ;gs needs own listing - -[HTNK] ; Rhino heavy tank -Voxel=yes -Remapable=yes -Cameo=HTNKICON -AltCameo=HTNKUICO -PrimaryFireFLH=150,0,100 -;GEF;UseTurretShadow=yes -;GEF;PBarrelLength=250 -;GEF;SBarrelLength=250 -;GEF;TurretOffset=-16 -;GEF;WalkFrames=15 - -[UTNK] ; Lunar Tank -Image=HTNK -Voxel=yes -Remapable=yes -Cameo=HTNKICON -AltCameo=HTNKUICO -PrimaryFireFLH=150,0,100 - -[MTNK] ; Apocalypse tank -Voxel=yes -Remapable=yes -Cameo=MTNKICON -AltCameo=MTNKUICO -PrimaryFireFLH=190,25,120 - -[TTNK] ; Tesla tank -Voxel=yes -Remapable=yes -Cameo=TTNKICON -AltCameo=TTNKUICO -PrimaryFireFLH=60,0,100 -ElitePrimaryFireFLH=60,0,100 - -[YTNK] ; Yuri Gattling tank -Voxel=yes -Remapable=yes -Cameo=YTNKICON -AltCameo=YTNKUICO -PrimaryFireFLH=160,30,150 -SecondaryFireFLH=160,30,150 -ElitePrimaryFireFLH=160,30,150 -EliteSecondaryFireFLH=160,30,150 -Weapon1FLH=160,30,150 -Weapon2FLH=160,30,150 -Weapon3FLH=160,30,150 -Weapon4FLH=160,30,150 -Weapon5FLH=160,30,150 -Weapon6FLH=160,30,150 -EliteWeapon1FLH=160,30,150 -EliteWeapon2FLH=160,30,150 -EliteWeapon3FLH=160,30,150 -EliteWeapon4FLH=160,30,150 -EliteWeapon5FLH=160,30,150 -EliteWeapon6FLH=160,30,150 - - -[TNKD] ; Tank destroyer -Voxel=yes -Remapable=yes -Cameo=TNKDICON -AltCameo=TNKDUICO -PrimaryFireFLH=200,0,55 - -[HWTZ] ; Howitzer -Voxel=yes -Remapable=yes -;Cameo=TICKICON -PrimaryFireFLH=200,0,55 - -[GTNK] ; Grizzly Medium Tank -Voxel=yes -Remapable=yes -Cameo=GTNKICON -AltCameo=GTNKUICO -PrimaryFireFLH=150,0,100 - -[ROBO] ; Robot Tank -Image=ROBO -Voxel=yes -Remapable=yes -Cameo=ROBOICON -AltCameo=ROBOUICO -PrimaryFireFLH=150,0,100 - -[LTNK] ; Light Tank -Cameo=LTNKICON -Voxel=yes -Remapable=yes -AltCameo=LTNKUICO -PrimaryFireFLH=225,0,100 - -[RTNK] ; Mirage Tank -Voxel=yes -Remapable=yes -;DisableVoxelCache=yes ;gs ### TEMP -;DisableShadowCache=yes ;gs ### TEMP -Cameo=RTNKICON -AltCameo=RTNKUICO -PrimaryFireFLH=130,0,80 - -[SREF] ; prism tank -Voxel=yes -Remapable=yes -Cameo=SREFICON -AltCameo=SREFUICO -Weapon1FLH=48,0,184 - -[BFRT] ; Battle Fotress -Image=SREF -Voxel=yes -Remapable=yes -Cameo=BFRTICON -AltCameo=BFRTUICO -PrimaryFireFLH=220,0,130 -AlternateFLH0=45,190,90;gs the five gun ports -AlternateFLH1=45,-190,90 -AlternateFLH2=-120,200,80 -AlternateFLH3=-120,-200,80 -AlternateFLH4=220,0,130 - -[DRON] ; Terror Drone -Voxel=no -Remapable=yes -Cameo=DRONICON -PrimaryFireFLH=0,0,30 -WalkFrames=6 -FiringFrames=4 - -[CAOS] ; Chaos Drone -Cameo=CAOSICON -AltCameo=CAOSUICO -Voxel=yes -Remapable=yes - -[SQD] ; Squid -Voxel=no -Remapable=yes -Cameo=SQDICON -WalkFrames=20 -FiringFrames=16 - -[TRS] ; Armored Transport -Cameo=SAPCICON -Voxel=yes -Remapable=yes -PrimaryFireFLH=80,0,120 - -[YHVR] ; Yuri Hover Transport -Cameo=YHVRICON -Voxel=yes -Remapable=yes -PrimaryFireFLH=80,0,120 - -[LCRF] ; Landing craft -Cameo=LANDICON -Voxel=yes -Remapable=yes - -[SHAD] ; BlackHawk transport -Cameo=SHADICON -AltCameo=SHADUICO -Voxel=yes -UseBuffer=yes -DisableVoxelCache=yes ; SJM: this is a major cache hog -DisableShadowCache=yes ; SJM: this too -Remapable=yes -TurretOffset=50 -PrimaryFireFLH=175,0,10 -ShadowIndex=2 ;order of voxels got changed - -[HIND] ; new art for shadow transport -Cameo=HINDICON -Voxel=yes -UseBuffer=yes -Remapable=yes -;ShadowIndex=2 ;order of voxels got changed - -[SCHP] ; Soviet Siege Chopper -Cameo=SCHPICON -AltCameo=SCHPUICO -Voxel=yes -UseBuffer=yes -Remapable=yes -ShadowIndex=2 -PrimaryFireFLH=0,0,50 -SecondaryFireFLH=200,0,250 - -[SCHPX] ; Soviet Siege Chopper -Cameo=SCHPICON -AltCameo=SCHPUICO -Voxel=yes -UseBuffer=yes -Remapable=yes -ShadowIndex=2 -PrimaryFireFLH=0,0,50 -SecondaryFireFLH=200,0,250 - -[SCHD] ; Soviet Siege Chopper -Cameo=SCHPICON -Voxel=yes -UseBuffer=yes -Remapable=yes -PrimaryFireFLH=200,0,250 -SecondaryFireFLH=200,0,250 - - -[BUS] -Voxel=yes - -[CIVP] -Voxel=yes - -[DDBX] -Voxel=yes - -[MONOCAR] -Voxel=yes - -[CARGOCAR] -Voxel=yes - -[MONOENG] -Voxel=yes - -[PICK] -Voxel=yes - -[CAR] -Voxel=yes - -[WINI] -Voxel=yes - -[PROPA] -Voxel=yes - -[CONA] -Voxel=yes - -[COP] -Voxel=yes - -[EUROC] -Voxel=yes - -[LIMO] -Voxel=yes - -[STANG] -Voxel=yes - -[SUVB] -Voxel=yes - -[SUVW] -Voxel=yes - -[JEEP] -Voxel=yes - -[TAXI] -Voxel=yes - -[BCAB] -Voxel=yes - -[YCAB] -Voxel=yes - -[PTRUCK] -Voxel=yes - -[CRUISE] -Voxel=yes - -[TUG] -Voxel=yes - -[CDEST] -Voxel=yes -Remapable=yes -PrimaryFireFLH=285,0,130 - -; Aircraft artwork follows - -[PDPLANE] ; Paradrop Plane -Cameo=OBMBICON -Voxel=yes -PrimaryFireFLH=0,32,0 -DisableVoxelCache=yes ; HY -DisableShadowCache=yes ; HY - -[SPYP] ; Soviet Spy Plane -Cameo=SPYPICON -Voxel=yes -ShadowIndex=3 ;draw plane body, not propellers -DisableVoxelCache=yes ; SJM: this is a major cache hog -DisableShadowCache=yes ; SJM: this too - -[ZEP] ; Kirov Airship -Cameo=ZEPICON -AltCameo=ZEPUICO -Voxel=yes -PrimaryFireFLH=-50,0,-140 - -[DISK] ; Yuri Flying Disk -Cameo=DISKICON -AltCameo=DISKUICO -Voxel=yes -TurretOffset=0 -PrimaryFireFLH=0,0,75 - -[HORNET] ; Carrier plane -Cameo=PROICON -Voxel=yes -PrimaryFireFLH=0,32,0 - -[ASW] ; Destroyer Plane -Cameo=PROICON -Voxel=yes -PrimaryFireFLH=0,32,0 - -;[APACHE] -;Cameo=APCHICON -;Voxel=yes -;PrimaryFireFLH=0,32,0 - -; Building artwork follows - -[GATECH] -Remapable=yes -Normalized=yes -Cameo=TECHICON -Height=12 -Foundation=3x2 -Buildup=GATECHMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GATECH_A -ActiveAnimDamaged=GATECH_AD -ActiveAnimZAdjust=-120 -CanHideThings=True -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-26,27 -DamageFireOffset1=-2,-57 -DamageFireOffset2=22,50 - -[YATECH] -Image=YATECH -Remapable=yes -Normalized=yes -Cameo=YTCHICON -Height=10 -Foundation=3x2 -Buildup=YATECHMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=YATECH_A -ActiveAnimDamaged=YATECH_AD -ActiveAnimZAdjust=-50 -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-9,43 -DamageFireOffset1=25,54 -DamageFireOffset2=21,-56 -AddOccupy1=-3,-2 -AddOccupy2=-3,-3 -AddOccupy3=-4,-4 -AddOccupy4=-2,-3 - -[YATECH_A] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=32 -LoopCount=-1 -Rate=200 -Layer=ground -;;DetailLevel=1 - -[YATECH_AD] -Image=YATECH_A -Normalized=yes -NewTheater=yes -LoopStart=33 -LoopEnd=63 -LoopCount=-1 -Rate=200 -Layer=ground -;;DetailLevel=1 - -[GAWEAP] -Remapable=yes -Cameo=gwepicon -;Foundation=3x5 -Foundation=5x3 -Height=4 -AnimActive=0,1,0 -ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 -Buildup=GAWEAPMK -DemandLoadBuildup=true -FreeBuildup=true -DeployingAnim=GAWEAP_2 -ActiveAnim=GAWEAP_A -ActiveAnimDamaged=GAWEAP_AD -ActiveAnimZAdjust=-145 -ActiveAnimYSort=10 -;DoorAnim=GAWEAP_B -;DoorStages=10 -;DamagedDoor=yes -UnderDoorAnim=GAWEAP_1 -NewTheater=yes -BibShape=GAWEAPBB -ActiveAnimTwo=GAWEAP_B -ActiveAnimTwoDamaged=GAWEAP_BD -;ProductionAnimX=0 -;ProductionAnimY=0 -;ProductionAnimYSort=0 -ActiveAnimTwoZAdjust=-70 -RoofDeployingAnim=GAWEAP_3 -UnderRoofDoorAnim=GAWEAP_4 -DamageFireOffset0=-10,-10 -DamageFireOffset1=27,30 -DamageFireOffset2=0,70 -OccupyHeight=3 -RemoveOccupy1=0,-1 -RemoveOccupy2=1,-1 -RemoveOccupy3=2,-1 -RemoveOccupy4=3,-1 -RemoveOccupy5=2,0 -RemoveOccupy6=2,1 -RemoveOccupy7=3,1 -RemoveOccupy8=4,1 -CanBeHidden=False - -[YAWEAP] -Image=YAWEAP -Remapable=yes -Cameo=YWEPICON -;Foundation=3x5 -Foundation=5x3 -Height=5 -AnimActive=0,1,0 -ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 -Buildup=YAWEAPMK -DemandLoadBuildup=true -FreeBuildup=true -DeployingAnim=YAWEAP_2 -ActiveAnim=YAWEAP_A -ActiveAnimDamaged=YAWEAP_AD -ActiveAnimZAdjust=-15 -ActiveAnimYSort=10 -;DoorAnim=GAWEAP_B -;DoorStages=10 -;DamagedDoor=yes -UnderDoorAnim=YAWEAP_1 -NewTheater=yes -BibShape=YAWEAPBB -;ActiveAnimTwo=GAWEAP_B -;ActiveAnimTwoDamaged=GAWEAP_BD -;ProductionAnimX=0 -;ProductionAnimY=0 -;ProductionAnimYSort=0 -;ActiveAnimTwoZAdjust=-70 -RoofDeployingAnim=YAWEAP_3 -UnderRoofDoorAnim=YAWEAP_4 -DamageFireOffset0=20,35 -DamageFireOffset1=50,101 -DamageFireOffset2=111,64 -OccupyHeight=0 -AddOccupy1=-1,0 -AddOccupy2=-1,1 -AddOccupy3=-2,-1 -AddOccupy4=0,-1 -CanBeHidden=False - -[YAWEAP_A] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=7 -LoopCount=-1 -Rate=200 -Layer=ground -;;DetailLevel=1 - -[YAWEAP_AD] -Image=YAWEAP_AD -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=7 -LoopCount=-1 -Rate=200 -Layer=ground -;;DetailLevel=1 - -[YAWEAP_1] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=400 -Layer=ground -;;DetailLevel=1 - -[YAWEAP_1D] -Image=YAWEAP_1 -Normalized=yes -NewTheater=yes -Start=1 -LoopStart=1 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;;DetailLevel=1 - -[YAWEAP_2] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=400 -Layer=ground -;;DetailLevel=1 - -[YAWEAP_2D] -Image=YAWEAP_2 -Normalized=yes -NewTheater=yes -Start=1 -LoopStart=1 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[YAWEAP_3] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[YAWEAP_3D] -Image=YAWEAP_3 -Normalized=yes -NewTheater=yes -Start=1 -LoopStart=1 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[YAWEAP_4] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[YAWEAP_4D] -Image=YAWEAP_4 -Normalized=yes -NewTheater=yes -Start=1 -LoopStart=1 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[NAWEAP] -Remapable=yes -Cameo=NWEPICON -;Foundation=3x5 -Foundation=5x3 -Height=6 -AnimActive=0,1,0 -ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 -Buildup=NAWEAPMK -DemandLoadBuildup=true -FreeBuildup=true -ActiveAnim=NAWEAP_A -ActiveAnimZAdjust=-80 -;ActiveAnimDamaged=NAWEAP_AD -DeployingAnim=NAWEAP_2 -DeployingAnimDamaged=NAWEAP_2D -;DoorAnim=NAWEAP_B -;DoorStages=10 -;DamagedDoor=yes -UnderDoorAnim=NAWEAP_1 -UnderDoorAnimDamaged=NAWEAP_1D -UnderDoorAnimZAdjust=-45 -NewTheater=yes -BibShape=NAWEAPBB -;ProductionAnim=NAWEAP_A -;ProductionAnimX=0 -;ProductionAnimY=0 -;ProductionAnimYSort=0 -;ProductionAnimZAdjust=-119 -RoofDeployingAnim=NAWEAP_4 -RoofDeployingAnimDamaged=NAWEAP_4D -UnderRoofDoorAnim=NAWEAP_3 -UnderRoofDoorAnimDamaged=NAWEAP_3D -OccupyHeight=3 -AddOccupy1=-2,-1 -RemoveOccupy1=2,-2 -RemoveOccupy2=2,0 -RemoveOccupy3=2,1 -RemoveOccupy4=3,1 -RemoveOccupy5=4,1 -CanBeHidden=False -DamageFireOffset0=-32,35 -DamageFireOffset1=31,74 - -[NAWEAP_A] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=12 -LoopCount=-1 -Rate=200 -Layer=ground -;;DetailLevel=1 - -;[NAWEAP_AD] -;Image=NAWEAP_A -;Normalized=yes -;NewTheater=yes -;LoopStart=16 -;LoopEnd=29 -;LoopCount=-1 -;Rate=200 -;Layer=ground -;;;DetailLevel=1 - -[NAWEAP_1] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=400 -Layer=ground -;;DetailLevel=1 - -[NAWEAP_1D] -Image=NAWEAP_1 -Normalized=yes -NewTheater=yes -Start=1 -LoopStart=1 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;;DetailLevel=1 - -[NAWEAP_2] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=400 -Layer=ground -;;DetailLevel=1 - -[NAWEAP_2D] -Image=NAWEAP_2 -Normalized=yes -NewTheater=yes -Start=1 -LoopStart=1 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[NAWEAP_3] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[NAWEAP_3D] -Image=NAWEAP_3 -Normalized=yes -NewTheater=yes -Start=1 -LoopStart=1 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[NAWEAP_4] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[NAWEAP_4D] -Image=NAWEAP_4 -Normalized=yes -NewTheater=yes -Start=1 -LoopStart=1 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[YAROCK] -Remapable=yes -Normalized=yes -Height=8 -;Cameo=NRADICON -Foundation=3x3 -;Buildup=NARADRMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=YAROCK_A -;ActiveAnimDamaged=YAROCK_AD -ActiveAnimZAdjust=-40 -ActiveAnimYSort=543 -OccupyHeight=5 -CanBeHidden=False -;DamageFireOffset0=-16,31 -RemoveOccupy1=-3,-2 -RemoveOccupy2=-3,-1 -RemoveOccupy3=-2,0 -RemoveOccupy4=-1,1 -RemoveOccupy5=-2,-3 -RemoveOccupy6=0,-2 -RemoveOccupy7=-1,2 -RemoveOccupy=-1,-3 - -[YAROCK_A] -Image=YAROCK_A -NewTheater=yes -Normalized=yes -Start=0 -End=20 -LoopStart=19 -LoopEnd=20 -LoopCount=-1 -Rate=200 -Layer=ground - -[GACNST] -Remapable=yes -Foundation=4x4 -Height=4 -AnimActive=0,26,3 -Buildup=GACNSTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GACNST_A -ActiveAnimDamaged=GACNST_AD -ActiveAnimZAdjust=-130 -ActiveAnimYSort=362 -ProductionAnim=GACNST_B -ProductionAnimDamaged=GACNST_BD -ProductionAnimZAdjust=-10 -ProductionAnimYSort=543 -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-24,-1 -DamageFireOffset1=64,36 - -[YACNST] -;Image=GACNST -Cameo=YCONICON -Remapable=yes -Foundation=4x4 -Height=4 -AnimActive=0,26,3 -Buildup=YACNSTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=YACNST_A -ActiveAnimDamaged=YACNST_AD -ActiveAnimZAdjust=-130 -ActiveAnimYSort=650 -ProductionAnim=YACNST_B -ProductionAnimDamaged=YACNST_BD -ProductionAnimZAdjust=-15 -ProductionAnimYSort=650 -IdleAnim=YACNST_C -IdleAnimDamaged=YACNST_CD -IdleAnimZAdjust=-135 -IdleAnimYSort=650 -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-24,-1 -DamageFireOffset1=64,36 - -[NACNST] -Remapable=yes -Foundation=4x4 -Height=6 -AnimActive=0,26,3 -Buildup=NACNSTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NACNST_A -ActiveAnimDamaged=NACNST_AD -ActiveAnimZAdjust=-77 -IdleAnim=NACNST_C -IdleAnimZAdjust=-35 -IdleAnimYSort=700 -IdleAnimDamaged=NACNST_CD -;IdleAnimDamagedZAdjust=-77 -;ActiveAnimTwo=NACNST_C -;ActiveAnimTwoDamaged=NACNST_CD -;ActiveAnimTwoZAdjust=-77 -;ActiveAnimThree=NACNST_B -;ActiveAnimThreeZAdjust=-27 -;PreProductionAnim=NACNST_B -;PreProductionAnimZAdjust=-15 -ProductionAnim=NACNST_B -ProductionAnimDamaged=NACNST_BD -ProductionAnimZAdjust=-5 -ProductionAnimYSort=700 -OccupyHeight=4 -CanHideThings=true -CanBeHidden=False -RemoveOccupy1=-2,-1 -RemoveOccupy2=2,-1 -RemoveOccupy3=1,-2 -RemoveOccupy4=0,-2 -RemoveOccupy5=-1,-2 -RemoveOccupy6=-2,-2 -RemoveOccupy7=-2,0 -RemoveOccupy8=-2,1 -DamageFireOffset0=-65,41 - -; Damaged Production animation for construction yard -[NACNST_BD] -Image=NACNST_B -Normalized=yes -Start=22 -LoopStart=22 -LoopEnd=42 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -[NAREFN] -Remapable=yes -Cameo=NREFICON -Foundation=4x3 -Height=6 -ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 -Buildup=NAREFNMK -DemandLoadBuildup=true -FreeBuildup=true -BibShape=NAREFNBB -QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery -;WaitingOffset0=512,-256,0 -;WaitingOffset1=512,256,0 -;WaitingOffset2=768,-256,0 -;WaitingOffset3=768,256,0 -;WaitingOffset4=1024,-256,0 -;WaitingOffset5=1024,256,0 -;WaitingOffset6=1280,-256,0 -;WaitingOffset7=1280,256,0 -;DockingOffset0=256,0,0 -NewTheater=yes -ActiveAnim=NAREFNL1 -ActiveAnimZAdjust=-5 -ActiveAnimDamaged=NAREFNL1D -ActiveAnimTwo=NAREFNL2 -ActiveAnimTwoZAdjust=-5 -ActiveAnimTwoDamaged=NAREFNL2D -ActiveAnimThree=NAREFNL3 -ActiveAnimThreeZAdjust=-5 -ActiveAnimThreeDamaged=NAREFNL3D -ActiveAnimFour=NAREFNL4 -ActiveAnimFourZAdjust=-5 -ActiveAnimFourDamaged=NAREFNL4D -SpecialAnim=NAREFNOR -SpecialAnimZAdjust=-50 -;SpecialAnimX=800 -;SpecialAnimY=800 -;ActiveAnim=NAREFN_C -;ActiveAnimZAdjust=-100 -;ActiveAnimTwo=NAREFN_B -;ActiveAnimTwoZAdjust=-250 -;ActiveAnimTwoPowered=no -;PreProductionAnim=NAREFN_A -;ProductionAnim=NAREFN_AR -OccupyHeight=4 -CanBeHidden=False -CanHideThings=true -RemoveOccupy1=0,-2 -RemoveOccupy2=1,-1 -RemoveOccupy3=1,-2 -RemoveOccupy4=2,-1 -RemoveOccupy5=-2,0 -RemoveOccupy6=-2,-1 -RemoveOccupy7=-2,-2 -RemoveOccupy8=3,1 -DamageFireOffset0=30,30 - -[GAREFN] -Remapable=yes -Cameo=REFICON -Foundation=4x3 -Height=4 -ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 -Buildup=GAREFNMK -DemandLoadBuildup=true -FreeBuildup=true -BibShape=GAREFNBB -QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery -NewTheater=yes -ActiveAnim=GAREFNL1 -ActiveAnimZAdjust=-40 -ActiveAnimYSort=724 -ActiveAnimTwo=GAREFNL2 -ActiveAnimTwoZAdjust=-40 -ActiveAnimTwoYSort=724 -ActiveAnimThree=GAREFNL3 -ActiveAnimThreeZAdjust=-40 -ActiveAnimThreeYSort=724 -ActiveAnimFour=GAREFNL4 -ActiveAnimFourZAdjust=-40 -ActiveAnimFourYSort=724 -SpecialAnim=GAREFNOR -SpecialAnimZAdjust=-40 -SpecialAnimYSort=724 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-1,0 -AddOccupy2=-1,-1 -RemoveOccupy1=3,1 -DamageFireOffset0=-33,31 -DamageFireOffset1=-3,48 - -[YAREFN] -;Image=GAREFN -Remapable=yes -Cameo=SMINICON -AltCameo=SMINUICO -Foundation=2x2 -Height=3 -ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 -Buildup=YAREFNMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -IdleAnim=YAREFN_A -IdleAnimZAdjust=0 -;IdleAnimYSort=700 -CanHideThings=False -CanBeHidden=True -OccupyHeight=2 -PrimaryFireFLH=120,0,185 - -[YAREFN_A] -Image=YAREFN_A -Normalized=yes -LoopStart=0 -LoopEnd=2 -LoopCount=-1 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -[GAREFNL4] -Normalized=yes -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -[GAOREP] -Remapable=yes -Cameo=gorep -Foundation=3x3 -Height=4 -Buildup=GAOREPMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GAOREP_A -ActiveAnimDamaged=GAOREP_AD -ActiveAnimZAdjust=-50 -ActiveAnimYSort=543 -CanHideThings=True -CanBeHidden=False -OccupyHeight=1 -DamageFireOffset0=-20,23 -DamageFireOffset1=-12,34 -DamageFireOffset2=6,25 -DamageFireOffset3=-24,53 - -[GAROBO] -;Image=GAOREP -Remapable=yes -Cameo=RBCCICON -Foundation=2x2 -Height=4 -Buildup=GAROBOMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GAROBO_A -ActiveAnimDamaged=GAROBO_AD -ActiveAnimZAdjust=-50 -ActiveAnimYSort=543 -CanHideThings=True -CanBeHidden=False -OccupyHeight=1 -DamageFireOffset0=-20,23 -DamageFireOffset1=-12,34 -DamageFireOffset2=6,25 -DamageFireOffset3=-24,53 -AddOccupy1=-1,0 -AddOccupy2=0,-1 -AddOccupy3=-1,-1 - -[NAINDP] -Remapable=yes -Cameo=INDPICON -Foundation=3x3 -Height=8 -AnimActive=0,26,3 -Buildup=NAINDPMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -IdleAnim=NAINDP_A -IdleAnimDamaged=NAINDP_AD -IdleAnimZAdjust=-30 -IdleAnimYSort=543 -;IdleAnim=YACOMD_C -;IdleAnimZAdjust=-35 -;IdleAnimYSort=700 -;IdleAnimDamaged=YACOMD_CD -;IdleAnimDamagedZAdjust=-77 -;IdleAnimTwo=NAINDP_B -;IdleAnimTwoDamaged=NAINDP_BD -;IdleAnimTwoZAdjust=-150 -;IdleAnimTwoYSort=543 -;ActiveAnimThree=NACNST_B -;ActiveAnimThreeZAdjust=-27 -;PreProductionAnim=NACNST_B -;PreProductionAnimZAdjust=-15 -;ProductionAnim=NACNST_B -;ProductionAnimDamaged=NACNST_BD -;ProductionAnimZAdjust=-5 -;ProductionAnimYSort=700 -OccupyHeight=4 -CanHideThings=true -CanBeHidden=False -AddOccupy1=-3,-3 -;RemoveOccupy1=-2,-1 -;RemoveOccupy2=2,-1 -;RemoveOccupy3=1,-2 -;RemoveOccupy4=0,-2 -;RemoveOccupy5=-1,-2 -;RemoveOccupy6=-2,-2 -;RemoveOccupy7=-2,0 -;RemoveOccupy8=-2,1 -DamageFireOffset0=-40,41 - -[NAINDP_A] ; Industrial Plant Idle Anim -Image=NAINDP_A -Normalized=yes -LoopStart=0 -LoopEnd=12 -LoopCount=-1 -Rate=450 -Layer=ground -NewTheater=yes -Shadow=yes - -[NAINDP_AD] ; Industrial Plant Damaged Idle Anim -Image=NAINDP_A -Normalized=yes -Start=13 -LoopStart=13 -LoopEnd=26 -LoopCount=-1 -Rate=450 -Layer=ground -NewTheater=yes -Shadow=yes - -;[NAINDP_B] ; Industrial Plant Idle Anim Two -;Image=NAINDP_B -;Normalized=yes -;LoopStart=0 -;LoopEnd=12 -;LoopCount=-1 -;Rate=450 -;Layer=ground -;NewTheater=yes -;Shadow=yes - -;[NAINDP_BD] ; Industrial Plant Damaged Idle Anim Two -;Image=NAINDP_B -;Normalized=yes -;Start=13 -;LoopStart=13 -;LoopEnd=26 -;LoopCount=-1 -;Rate=450 -;Layer=ground -;NewTheater=yes -;Shadow=yes - -; Ore Purifier active animation -[GAOREP_A] -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=220 -;DetailLevel=1 - -; Ore Purifier active animation -[GAOREP_AD] -Image=GAOREP_A -Normalized=yes -;NewTheater=yes -Layer=ground -Start=8 -LoopStart=8 -LoopEnd=16 -LoopCount=-1 -Rate=220 -;DetailLevel=1 - -[GASILO] -Remapable=yes -Cameo=SILOICON -Foundation=2x2 -Buildup=GASILOMK -DemandLoadBuildup=true -FreeBuildup=true -SiloDamage=yes -NewTheater=yes -ActiveAnim=GASILO_B -ActiveAnimDamaged=GASILO_BD -SpecialAnim=GASILO_A -SpecialAnimDamaged=GASILO_AD -SpecialAnimZAdjust=-32 - -[GAHPAD] -Remapable=yes -Cameo=HELIICON -Foundation=2x2 -Height=1 -Flat=yes -Buildup=GAHPADMK -BibShape=GAHPADBB -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GAHPAD_A -ActiveAnimY=-12 -ActiveAnimZAdjust=-32 -ActiveAnimDamaged=GAHPAD_AD - -[GAAIRC] -Remapable=yes -Cameo=HELIICON -Foundation=3x2 -Height=7 -Flat=yes ; while this is a valid BuilType flag, it does nothing. -Buildup=GAAIRCMK -BibShape=GAAIRCBB -ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -DockingOffset0=0,-128,0 ;-80,80,0 -DockingOffset1=0,128,0 ;-80,-208,0 -DockingOffset2=256,-128,0 ;208,80,0 -DockingOffset3=256,128,0 ;208,-208,0 -ActiveAnim=GAAIRC_A -ActiveAnimDamaged=GAAIRC_AD -ActiveAnimZAdjust=0 -ActiveAnimYSort=362 -ActiveAnimTwo=GAAIRC_B -ActiveAnimTwoDamaged=GAAIRC_BD -ActiveAnimTwoZAdjust=0 -ActiveAnimTwoYSort=362 -ActiveAnimThree=GAAIRC_C -ActiveAnimThreeDamaged=GAAIRC_CD -ActiveAnimThreeZAdjust=-80 -ActiveAnimThreeYSort=543 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-1,-1 -AddOccupy2=-1,0 -AddOccupy3=-2,-1 -AddOccupy4=-3,-2 -RemoveOccupy1=1,0 -RemoveOccupy2=2,0 -RemoveOccupy3=1,1 -RemoveOccupy4=2,2 -DamageFireOffset0=-36,23 -DamageFireOffset1=-21,6 - -[GAAIRCBB] -Layer=ground - -[NAHPAD] -Remapable=yes -Cameo=NHPDICON -Foundation=2x2 -Height=1.5 -Flat=yes -Buildup=NAHPADMK -BibShape=NAHPADBB -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NAHPAD_A -ActiveAnimZAdjust=-32 -ActiveAnimDamaged=NAHPAD_AD - -[NARADR] -Remapable=yes -Normalized=yes -Height=6 -Cameo=NRADICON -Foundation=2x2 -Buildup=NARADRMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NARADR_A -ActiveAnimDamaged=NARADR_AD -ActiveAnimZAdjust=-50 -ActiveAnimYSort=360 -OccupyHeight=5 -CanBeHidden=False -DamageFireOffset0=-16,31 -RemoveOccupy1=-1,0 -RemoveOccupy2=-3,-3 - - -[YAGNTC] -Image=YAGNTC -Remapable=yes -Normalized=yes -Height=8 -Cameo=GTNCICON -Foundation=3x3 -Buildup=YAGNTCMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -SuperAnim=YAGNTC_E ;idle -SuperAnimDamaged=YAGNTC_ED -SuperAnimZAdjust=-200 -SuperAnimTwo=YAGNTC_F -SuperAnimTwoDamaged=YAGNTC_FD ;powerup -SuperAnimTwoZAdjust=-50 -SuperAnimThree=YAGNTC_G ;power idle -SuperAnimThreeDamaged=YAGNTC_GD -SuperAnimThreeZAdjust=-50 -SuperAnimFour=YAGNTC_H ;power down -SuperAnimFourDamaged=YAGNTC_HD -SuperAnimFourZAdjust=-50 -SuperAnimPowered=false -SuperAnimTwoPowered=false -SuperAnimThreePowered=false -SuperAnimFourPowered=false - -;SuperAnimPoweredEffect=true -;SuperAnimTwoPoweredEffect=true -SuperAnimThreePoweredEffect=true -;SuperAnimFourPoweredEffect=true -SuperLowPower=YAGNTC_P -SuperLowPowerDamaged=YAGNTC_PD -SuperLowPowerPowered=false - -OccupyHeight=2 -CanBeHidden=False -DamageFireOffset0=-2,59 -AddOccupy1=-1,-1 - -;Idle -[YAGNTC_E] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Idle -[YAGNTC_ED] -Image=YAGNTC_E -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;powerup -[YAGNTC_F] -Image=YAGNTC_F -NewTheater=yes -Normalized=yes -Start=0 -End=31 -Rate=200 -Layer=ground -StartSound=GeneticMutatorOpen -Shadow=yes - -;powerup -[YAGNTC_FD] -Image=YAGNTC_F -NewTheater=yes -Normalized=yes -Start=31 -End=62 -Rate=200 -Layer=ground -StartSound=GeneticMutatorOpen -Shadow=yes - -;power idle -[YAGNTC_G] -Image=YAGNTC_F -NewTheater=yes -Normalized=yes -Start=15 -LoopStart=15 -LoopEnd=31 -LoopCount=-1 -Rate=400 -Layer=ground -StartSound=GeneticMutatorReadyLoop -Shadow=yes - -;power idle -[YAGNTC_GD] -Image=YAGNTC_F -NewTheater=yes -Normalized=yes -Start=47 -LoopStart=47 -LoopEnd=62 -LoopCount=-1 -Rate=400 -Layer=ground -StartSound=GeneticMutatorReadyLoop -Shadow=yes - -;power down -[YAGNTC_H] -Image=YAGNTC_H -NewTheater=yes -Normalized=yes -Start=0 -End=31 -Rate=200 -Layer=ground -Shadow=yes - -;power down -[YAGNTC_HD] -Image=YAGNTC_H -NewTheater=yes -Normalized=yes -Start=32 -End=62 -Rate=200 -Layer=ground -Shadow=yes - -[YAGNTC_P] -Image=YAGNTC_H -NewTheater=yes -Normalized=yes -Start=15 -LoopStart=15 -LoopEnd=16 -LoopCount=-1 -Rate=400 -Layer=ground -Shadow=yes - -[YAGNTC_PD] -Image=YAGNTC_H -NewTheater=yes -Normalized=yes -Start=47 -LoopStart=47 -LoopEnd=48 -LoopCount=-1 -Rate=400 -Layer=ground -Shadow=yes - -; --- IRON CURTAIN DEVICE --- -[NAIRON] -Remapable=yes -Normalized=yes -Height=6 -Cameo=IRONICON -Foundation=3x3 -Buildup=NAIRONMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -SuperAnim=NAIRON_A ; SJM changed from E, which is blank -SuperAnimDamaged=NAIRON_AD ; SJM changed from ED, which is blank -SuperAnimZAdjust=-7 -SuperAnimTwo=NAIRON_F -SuperAnimTwoDamaged=NAIRON_FD -SuperAnimTwoZAdjust=-7 -SuperAnimThree=NAIRON_G -SuperAnimThreeDamaged=NAIRON_GD -SuperAnimThreeZAdjust=-7 -SuperAnimFour=NAIRON_H -SuperAnimFourDamaged=NAIRON_HD -SuperAnimFourZAdjust=-7 -OccupyHeight=2 -CanBeHidden=False -DamageFireOffset0=-2,59 - -[NAIRON_A] -Image=NAIRON_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=10 -LoopCount=-1 -Rate=200 -Layer=ground - -[NAIRON_AD] -Image=NAIRON_A -NewTheater=yes -Normalized=yes -Start=11 -LoopStart=11 -LoopEnd=21 -LoopCount=-1 -Rate=200 -Layer=ground - -[NAIRON_E] -Image=NAIRON_E -NewTheater=yes -Normalized=yes -Start=0 -;LoopStart=13 -End=1 -;LoopCount=-1 -Rate=200 -Layer=ground - -[NAIRON_ED] -Image=NAIRON_E -NewTheater=yes -Normalized=yes -Start=1 -;LoopStart=36 -End=2 -;LoopCount=-1 -Rate=200 -Layer=ground - -[NAIRON_F] -Image=NAIRON_F -NewTheater=yes -Normalized=yes -Start=0 -End=10 -Rate=200 -Layer=ground -StartSound=IronCurtainReady - - -[NAIRON_FD] -Image=NAIRON_F -NewTheater=yes -Normalized=yes -Start=21 -End=31 -Rate=200 -Layer=ground -StartSound=IronCurtainReady - -[NAIRON_G] -Image=NAIRON_F -NewTheater=yes -Normalized=yes -Start=11 -LoopStart=11 -LoopEnd=20 -LoopCount=-1 -Rate=200 -Layer=ground -StartSound=IronCurtainReadyLoop - -[NAIRON_GD] -Image=NAIRON_F -NewTheater=yes -Normalized=yes -Start=32 -LoopStart=32 -LoopEnd=41 -LoopCount=-1 -Rate=200 -Layer=ground -StartSound=IronCurtainReadyLoop - -[NAIRON_H] -Image=NAIRON_H -NewTheater=yes -Normalized=yes -Start=0 -End=11 -Rate=200 -Layer=ground - -[NAIRON_HD] -Image=NAIRON_H -NewTheater=yes -Normalized=yes -Start=12 -End=23 -Rate=200 -Layer=ground - - -; --- CHRONOSPHERE --- -[GACSPH] ;[GACHRO] -Remapable=yes -Normalized=yes -Height=3 -Cameo=csphicon -Foundation=4x3 -Buildup=GACSPHMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -SuperAnim=GACSPH_E -SuperAnimDamaged=GACSPH_ED -SuperAnimZAdjust=-20 -SuperAnimYSort=724 -SuperAnimTwo=GACSPH_F -SuperAnimTwoDamaged=GACSPH_FD -SuperAnimTwoZAdjust=-20 -SuperAnimTwoYSort=724 -SuperAnimThree=GACSPH_G -SuperAnimThreeDamaged=GACSPH_GD -SuperAnimThreeZAdjust=-20 -SuperAnimThreeYSort=724 -SuperAnimFour=GACSPH_H -SuperAnimFourDamaged=GACSPH_HD -SuperAnimFourZAdjust=-20 -SuperAnimFourYSort=724 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-1,0 -DamageFireOffset0=-19,50 - -;ActiveAnimTwo=GACSPH_E -;ActiveAnimTwoZAdjust=-40 -;ActiveAnimThree=GACSPH_C -;ActiveAnimThreeZAdjust=-40 -;ActiveAnimThreeDamaged=GACSPH_CD -;ActiveAnimFour=GACSPH_D -;ActiveAnimFourZAdjust=-40 - - -; --- WEATHER CONTROLLER --- -[GAWETH] -Remapable=yes -Normalized=yes -Height=5 -Cameo=wethicon -Foundation=3x3 -Buildup=GAWETHMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -SuperAnim=GAWETH_E -SuperAnimDamaged=GAWETH_ED -SuperAnimZAdjust=-20 -SuperAnimYSort=543 -SuperAnimTwo=GAWETH_F -SuperAnimTwoDamaged=GAWETH_FD -SuperAnimTwoZAdjust=-20 -SuperAnimTwoYSort=543 -SuperAnimThree=GAWETH_G -SuperAnimThreeDamaged=GAWETH_GD -SuperAnimThreeZAdjust=-20 -SuperAnimThreeYSort=543 -SuperAnimFour=GAWETH_H -SuperAnimFourDamaged=GAWETH_HD -SuperAnimFourZAdjust=-20 -SuperAnimFourYSort=543 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-1,0 -AddOccupy2=-1,-1 -AddOccupy3=0,-1 -DamageFireOffset0=2,50 -DamageFireOffset1=38,63 - -[YAGRND] -Image=YAGRND -Remapable=yes -Normalized=yes -Cameo=GRNDICON -Foundation=3x3 -Buildup=YAGRNDMK -Height=5 -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=YAGRND_D -ActiveAnimDamaged=YAGRND_DD -ActiveAnimZAdjust=-30 -SpecialAnim=YAGRND_B -SpecialAnimDamaged=YAGRND_BD -SpecialAnimZAdjust=-30 -IdleAnim=YAGRND_A -IdleAnimDamaged=YAGRND_AD -IdleAnimZAdjust=-50 -IdleAnimTwo=YAGRND_C -IdleAnimTwoDamaged=YAGRND_CD -IdleAnimTwoZAdjust=-30 -OccupyHeight=5 -DamageFireOffset0=-29,44 -CanBeHidden=False - -; Yuri Grinder Idle animation -[YAGRND_A] -Image=YAGRND_A -Normalized=yes -;NewTheater=yes -Layer=ground -LoopStart=0 -LoopEnd=11 -LoopCount=-1 -Rate=300 -;DetailLevel=1 - -; Yuri Grinder Idle animation Damaged -[YAGRND_AD] -Image=YAGRND_A -Normalized=yes -;NewTheater=yes -Layer=ground -LoopStart=0 -LoopEnd=11 -LoopCount=-1 -Rate=400 -;DetailLevel=1 - -; Yuri Grinder Special grinding animation -[YAGRND_B] -Image=YAGRND_B -Normalized=yes -;NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=48 -LoopCount=1 ;looping on purpose so people can see the animation until Geoff fixes this, set to 1 later -Rate=400 -;DetailLevel=1 -Shadow=yes - -; Yuri Grinder Special grinding animation Damaged -[YAGRND_BD] -Image=YAGRND_B -Normalized=yes -;NewTheater=yes -Layer=ground -Start=49 -LoopStart=49 -LoopEnd=96 -LoopCount=1 -Rate=400 -;DetailLevel=1 -Shadow=yes - -; Second Idle animation for Yuri Grinder. -[YAGRND_C] -Image=YAGRND_C -Normalized=yes -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes -Rate=20 - -; Second Idle animation for Yuri Grinder. -[YAGRND_CD] -Image=YAGRND_C -Normalized=yes -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes -Rate=20 - -; Yuri Grinder Active animation -[YAGRND_D] -Image=YAGRND_B -Normalized=yes -;NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=400 -;DetailLevel=1 -Shadow=yes - -; Yuri Grinder Active animation Damaged -[YAGRND_DD] -Image=YAGRND_B -Normalized=yes -;NewTheater=yes -Layer=ground -Start=49 -LoopStart=49 -LoopEnd=50 -LoopCount=-1 -Rate=400 -;DetailLevel=1 -Shadow=yes - -; --- PSYCHIC DOMINATOR --- -[YAPPET] -Remapable=yes -Normalized=yes -Height=5 -Cameo=PUPTICON -Foundation=3x3 -Buildup=YAPPETMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -SuperAnim=YAPPET_E -SuperAnimDamaged=YAPPET_ED -SuperAnimZAdjust=-20 -SuperAnimYSort=543 -SuperAnimTwo=YAPPET_F -SuperAnimTwoDamaged=YAPPET_FD -SuperAnimTwoZAdjust=-20 -SuperAnimTwoYSort=543 -SuperAnimThree=YAPPET_G -SuperAnimThreeDamaged=YAPPET_GD -SuperAnimThreeZAdjust=-20 -SuperAnimThreeYSort=543 -SuperAnimFour=YAPPET_H -SuperAnimFourDamaged=YAPPET_HD -SuperAnimFourZAdjust=-20 -SuperAnimFourYSort=543 -ActiveAnim=YAPPET_A -ActiveAnimDamaged=YAPPET_AD -ActiveAnimZAdjust=-5000 -;ActiveAnimYSort=362 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-1,0 -AddOccupy2=-1,-1 -AddOccupy3=0,-1 -AddOccupy4=-2,-2 -DamageFireOffset0=2,50 -DamageFireOffset1=38,63 - -[NAPSIS] -Remapable=yes -Normalized=yes -Height=8 -Cameo=PSISICON -Foundation=2x2 -Buildup=NAPSISMK -DemandLoadBuildup=true -FreeBuildup=true -ActiveAnim=NAPSIS_A -ActiveAnimDamaged=NAPSIS_AD -ActiveAnimZAdjust=-5 -ActiveAnimYSort=100 -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-2,-2 -AddOccupy2=-3,-3 -AddOccupy3=-1,-1 -DamageFireOffset0=-23,34 - -[NAYARD] -Remapable=yes -Normalized=yes -Height=10 -Cameo=YARDICON -Foundation=4x4 -Buildup=NAYARDMK -DemandLoadBuildup=true -IdleAnim=NAYARD_A -IdleAnimDamaged=NAYARD_AD -IdleAnimZAdjust=-77 -IdleAnimYSort=543 -IdleAnimPowered=no -ActiveAnimTwo=NAYARD_B -ActiveAnimTwoDamaged=NAYARD_BD -ActiveAnimTwoZAdjust=-80 -ActiveAnimTwoYSort=543 -ActiveAnimThree=NAYARD_C -ActiveAnimThreeDamaged=NAYARD_CD -ActiveAnimThreeZAdjust=-77 -ActiveAnimThreeYSort=543 -ActiveAnimThreePowered=no -ProductionAnim=NAYARD_D -ProductionAnimDamaged=NAYARD_DD -ProductionAnimZAdjust=-80 -ProductionAnimYSort=543 -SpecialAnim=NAYARD_S1 -SpecialAnimDamaged=NAYARD_S1D -SpecialAnimZAdjust=-77 -SpecialAnimYSort=543 -SpecialAnimTwo=NAYARD_S2 -SpecialAnimTwoDamaged=NAYARD_S2D -SpecialAnimTwoZAdjust=-77 -SpecialAnimTwoYSort=543 -SpecialAnimThree=NAYARD_S3 -SpecialAnimThreeDamaged=NAYARD_S3D -SpecialAnimThreeZAdjust=-77 -SpecialAnimThreeYSort=543 -DockingOffset0=384,-128,0 -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -AddOccupy1=-3,-1 -AddOccupy2=-3,-2 -AddOccupy3=-3,-3 -AddOccupy4=-2,-3 -AddOccupy5=-4,-2 -AddOccupy6=-4,-3 -DamageFireOffset0=25,45 -DamageFireOffset1=-37,42 -DamageFireOffset2=-57,-6 - -;Active Animation for Shipyard -[NAYARD_S1] -Image=NAYARD_S -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=6 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[NAYARD_S1D] -Image=NAYARD_S -Normalized=yes -Start=19 -LoopStart=19 -LoopEnd=24 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[NAYARD_S2] -Image=NAYARD_S -Normalized=yes -Start=6 -LoopStart=6 -LoopEnd=13 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[NAYARD_S2D] -Image=NAYARD_S -Normalized=yes -Start=24 -LoopStart=24 -LoopEnd=31 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[NAYARD_S3] -Image=NAYARD_S -Normalized=yes -Start=13 -LoopStart=13 -LoopEnd=18 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[NAYARD_S3D] -Image=NAYARD_S -Normalized=yes -Start=31 -LoopStart=31 -LoopEnd=36 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -[GAYARD] -Remapable=yes -Normalized=yes -Height=10 -Cameo=ayaricon -Foundation=4x4 -Buildup=GAYARDMK -DemandLoadBuildup=true -IdleAnim=GAYARD_A -IdleAnimDamaged=GAYARD_AD -IdleAnimZAdjust=-77 -IdleAnimYSort=543 -IdleAnimPowered=no -ActiveAnimThree=GAYARD_C -ActiveAnimThreeDamaged=GAYARD_CD -ActiveAnimThreeZAdjust=-77 -ActiveAnimThreeYSort=543 -ActiveAnimThreePowered=no -ProductionAnim=GAYARD_D -ProductionAnimDamaged=GAYARD_DD -ProductionAnimZAdjust=-77 -ProductionAnimYSort=543 -SpecialAnim=GAYARD_S1 -SpecialAnimDamaged=GAYARD_S1D -SpecialAnimZAdjust=-77 -SpecialAnimYSort=543 -SpecialAnimTwo=GAYARD_S2 -SpecialAnimTwoDamaged=GAYARD_S2D -SpecialAnimTwoZAdjust=-77 -SpecialAnimTwoYSort=543 -SpecialAnimThree=GAYARD_S3 -SpecialAnimThreeDamaged=GAYARD_S3D -SpecialAnimThreeZAdjust=-77 -SpecialAnimThreeYSort=543 -DockingOffset0=384,-128,0 -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=-1,2 -RemoveOccupy2=-2,1 -RemoveOccupy3=2,-1 -RemoveOccupy4=1,-2 -RemoveOccupy5=-2,0 -RemoveOccupy6=0,-2 -AddOccupy1=-3,-2 -AddOccupy2=-3,-3 -DamageFireOffset0=-40,21 -DamageFireOffset1=-7,8 -DamageFireOffset2=32,36 - -[YAYARD] -Image=YAYARD -Remapable=yes -Normalized=yes -Height=8 -Cameo=YYRDICON -Foundation=4x4 -Buildup=YAYARDMK -DemandLoadBuildup=true -IdleAnim=YAYARD_A -IdleAnimDamaged=YAYARD_AD -IdleAnimZAdjust=-77 -IdleAnimYSort=543 -IdleAnimPowered=no -ActiveAnimThree=YAYARD_C -ActiveAnimThreeDamaged=YAYARD_CD -ActiveAnimThreeZAdjust=-77 -ActiveAnimThreeYSort=543 -ActiveAnimThreePowered=no -ProductionAnim=YAYARD_D -ProductionAnimDamaged=YAYARD_DD -ProductionAnimZAdjust=-77 -ProductionAnimYSort=543 -SpecialAnim=YAYARD_S -SpecialAnimDamaged=YAYARD_SD -SpecialAnimZAdjust=-77 -SpecialAnimYSort=543 -SpecialAnimTwo=YAYARD_S2 -SpecialAnimTwoDamaged=YAYARD_S2D -SpecialAnimTwoZAdjust=-77 -SpecialAnimTwoYSort=543 -SpecialAnimThree=YAYARD_S3 -SpecialAnimThreeDamaged=YAYARD_S3D -SpecialAnimThreeZAdjust=-77 -SpecialAnimThreeYSort=543 -DockingOffset0=384,-128,0 -CanHideThings=True -CanBeHidden=False -OccupyHeight=0 -RemoveOccupy1=-1,2 -RemoveOccupy2=-2,1 -RemoveOccupy3=2,-1 -RemoveOccupy4=1,-2 -RemoveOccupy5=-2,0 -RemoveOccupy6=0,-2 -AddOccupy1=-3,-2 -AddOccupy2=-3,-3 -DamageFireOffset0=-37,58 -DamageFireOffset1=-8,64 -DamageFireOffset2=23,18 - -;Active Animation for Shipyard -[YAYARD_A] -Image=YAYARD_A -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[YAYARD_AD] -Image=YAYARD_A -Normalized=yes -Start=17 -LoopStart=17 -LoopEnd=32 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[YAYARD_S] -Image=YAYARD_S -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[YAYARD_SD] -Image=YAYARD_S -Normalized=yes -Start=17 -LoopStart=17 -LoopEnd=32 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[YAYARD_S2] -Image=YAYARD_S -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[YAYARD_S2D] -Image=YAYARD_S -Normalized=yes -Start=17 -LoopStart=17 -LoopEnd=32 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[YAYARD_S3] -Image=YAYARD_S -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[YAYARD_S3D] -Image=YAYARD_S -Normalized=yes -Start=17 -LoopStart=17 -LoopEnd=32 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[YAYARD_C] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -;Active Damaged Animation for Shipyard -[YAYARD_CD] -Image=YAYARD_C -Normalized=yes -Start=17 -LoopStart=17 -LoopEnd=32 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;Shadow=yes - -; Production anim for Shipyard -[YAYARD_D] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -;Production Damaged Animation for Shipyard -[YAYARD_DD] -Image=YAYARD_D -Normalized=yes -Start=17 -LoopStart=17 -LoopEnd=32 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[GAYARD_S1] -Image=GAYARD_S -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=6 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[GAYARD_S1D] -Image=GAYARD_S -Normalized=yes -Start=19 -LoopStart=19 -LoopEnd=24 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[GAYARD_S2] -Image=GAYARD_S -Normalized=yes -Start=6 -LoopStart=6 -LoopEnd=13 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[GAYARD_S2D] -Image=GAYARD_S -Normalized=yes -Start=24 -LoopStart=24 -LoopEnd=31 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[GAYARD_S3] -Image=GAYARD_S -Normalized=yes -Start=13 -LoopStart=13 -LoopEnd=18 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Damaged Animation for Shipyard -[GAYARD_S3D] -Image=GAYARD_S -Normalized=yes -Start=31 -LoopStart=31 -LoopEnd=36 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -[GAPLUG] -Remapable=yes -Normalized=yes -Cameo=PLUGICON -Foundation=2x3 -Height=2 -Buildup=GAPLUGMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GAPLUG_A -ActiveAnimZAdjust=-60 -ActiveAnimPowered=yes -ActiveAnimTwo=GAPLUG_B -ActiveAnimTwoDamaged=GAPLUG_BD -ActiveAnimTwoZAdjust=-100 -ActiveAnimTwoPowered=no -ActiveAnimTwoPoweredLight=yes -ActiveAnimThree=GAPLUG_C -ActiveAnimThreeZAdjust=-60 -ActiveAnimThreePowered=no -ActiveAnimThreePoweredLight=yes -PowerUp1LocXX=0 -PowerUp1LocYY=0 -PowerUp1LocZZ=-30 -PowerUp1YSort=-5 -PowerUp2LocXX=-24 -PowerUp2LocYY=-12 -PowerUp2LocZZ=-42 -PowerUp2YSort=50 - -[GARADR] -Remapable=yes -Normalized=yes -Cameo=RADRICON -Foundation=2x2 -Height=4 -Buildup=GARADRMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GARADR_A -ActiveAnimDamaged=GARADR_AD -ActiveAnimZAdjust=-60 -ActiveAnimPowered=yes - -[NASTLH] -Cameo=CLCKICON -Remapable=yes -Normalized=yes -Foundation=3x2 -Buildup=NASTLHMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NASTLH_A -ActiveAnimDamaged=NASTLH_AD -ActiveAnimZAdjust=-40 - -[GAPOWR] -Normalized=yes -Remapable=yes -Cameo=POWRICON -Foundation=2x2 -Buildup=GAPOWRMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -Height=4 -ActiveAnim=GAPOWR_A -ActiveAnimDamaged=GAPOWR_AD -ActiveAnimZAdjust=-32 -ActiveAnimYSort=362 -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-20,32 -DamageFireOffset1=3,12 -ActiveAnimPoweredSpecial=true -ActiveAnimPowered=false - -[YAPOWR] -Image=YAPOWR -Normalized=yes -Remapable=yes -Cameo=YPWRICON -Foundation=2x2 -Buildup=YAPOWRMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -Height=4 -ActiveAnim=YAPOWR_A -ActiveAnimDamaged=YAPOWR_AD -ActiveAnimZAdjust=-20 -ActiveAnimYSort=362 -ActiveAnimTwo=YAPOWR_B -ActiveAnimTwoDamaged=YAPOWR_BD -ActiveAnimTwoZAdjust=-20 -ActiveAnimTwoYSort=362 -IdleAnim=YAPOWR_C -IdleAnimDamaged=YAPOWR_CD -IdleAnimZAdjust=-150 -IdleAnimYSort=362 -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-20,32 -DamageFireOffset1=3,12 - -;Tesla PowerPlant -[NAPOWR] -Normalized=yes -Remapable=yes -Cameo=NPWRICON -Foundation=3x2 -Height=3 -Buildup=NAPOWRMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NAPOWR_A -ActiveAnimDamaged=NAPOWR_AD -ActiveAnimZAdjust=-5 -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-12,30 -ActiveAnimPoweredSpecial=true -ActiveAnimPowered=false - -[NAAPWR] -Normalized=yes -Remapable=yes -Cameo=tpwricon -Foundation=2x3 -Height=2 -Buildup=NAAPWRMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NAAPWR_A -ActiveAnimDamaged=NAAPWR_AD -ActiveAnimZAdjust=-100 - -[NANRCT] -Normalized=yes -Remapable=yes -Cameo=NRCTICON -Foundation=4x4 -Height=4 -Buildup=NANRCTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NANRCT_A -ActiveAnimDamaged=NANRCT_AD -ActiveAnimZAdjust=-10 -CanBeHidden=False -OccupyHeight=3 -RemoveOccupy1=0,-1 -RemoveOccupy2=-1,1 -RemoveOccupy3=-1,2 -RemoveOccupy4=0,2 -RemoveOccupy5=0,3 -DamageFireOffset0=72,15 -DamageFireOffset1=-44,71 -ActiveAnimPoweredSpecial=true -ActiveAnimPowered=false -LowPower=NANRCT_P -LowPowerDamaged=NANRCT_PD -LowPowerPowered=false - -[CAHOSP] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=7 -Buildup=CAHOSP -NewTheater=yes -ActiveAnimDamaged=CAHOSP_AD -ActiveAnim=CAHOSP_A -ActiveAnimZAdjust=-200 -ActiveAnimYSort=724 -ActiveAnimTwo=CAHOSP_F -ActiveAnimTwoZAdjust=-200 -ActiveAnimTwoYSort=724 -ActiveAnimTwoPowered=no -DemandLoad=true -DamageFireOffset0=70,50 -DamageFireOffset1=94,83 -DamageFireOffset2=42,-9 -DamageFireOffset3=-16,-11 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -AddOccupy1=-2,0 -AddOccupy2=-2,-1 -AddOccupy3=0,-2 -AddOccupy4=1,-2 -AddOccupy5=1,-3 - -; Tech Hospital -[CATHOSP] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=7 -Buildup=CAHOSP -NewTheater=yes -ActiveAnimDamaged=CAHOSP_AD -ActiveAnim=CAHOSP_A -ActiveAnimZAdjust=-200 -ActiveAnimYSort=724 -ActiveAnimTwo=CAHOSP_F -ActiveAnimTwoZAdjust=-200 -ActiveAnimTwoYSort=724 -ActiveAnimTwoPowered=no -DemandLoad=true -DamageFireOffset0=70,50 -DamageFireOffset1=94,83 -DamageFireOffset2=42,-9 -DamageFireOffset3=-16,-11 -CanHideThings=true -CanBeHidden=true -OccupyHeight=3 -AddOccupy1=-2,0 -AddOccupy2=-2,-1 -AddOccupy3=0,-2 -AddOccupy4=1,-2 -AddOccupy5=1,-3 - -[CAOILD] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=5 -;Buildup=CAHOSP -NewTheater=yes -ActiveAnim=CAOILD_A -ActiveAnimDamaged=CAOILD_AD -ActiveAnimZAdjust=0 -ActiveAnimYSort=362 -ActiveAnimTwo=CAOILD_F -ActiveAnimTwoZAdjust=-50 -ActiveAnimTwoYSort=362 -ActiveAnimTwoPowered=no -DemandLoad=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-2,34 -DamageFireOffset1=7,-21 -DamageFireOffset2=29,10 - -[CAMACH] -Image=CAMACH -Normalized=yes -Remapable=no -Foundation=3x3 -Height=5 -;Buildup=CAHOSP -NewTheater=yes -ActiveAnim=CAMACH_F -ActiveAnimZAdjust=-50 -ActiveAnimYSort=362 -ActiveAnimPowered=no -DemandLoad=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-2,34 -;DamageFireOffset0=7,-21 -DamageFireOffset1=29,10 - -[CAPOWR] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=6 -;Buildup=CAAIRPMK -NewTheater=yes -DemandLoad=true -ActiveAnim=CAPOWR_A -ActiveAnimZAdjust=-40 -ActiveAnimDamaged=CAPOWR_AD -;ActiveAnimTwo=CAAIRP_F -;ActiveAnimTwoZAdjust=-100 -;ActiveAnimTwoYSort=362 -;ActiveAnimTwoPowered=no -DamageFireOffset0=-3,5 -;DamageFireOffset1=-65,32 -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 - -; Civilian Power Plant IDLE animations -[CAPOWR_A] -Image=CAPOWR_A -Layer=ground -NewTheater=yes -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=300 -DemandLoad=true - -; Civilian Power Plant IDLE animations -[CAPOWR_AD] -Image=CAPOWR_A -Layer=ground -NewTheater=yes -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=300 -DemandLoad=true - -[CAAIRP] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=6 -;Buildup=CAAIRPMK -NewTheater=yes -DemandLoad=true -ActiveAnim=CAAIRP_A -ActiveAnimZAdjust=5 -ActiveAnimDamaged=CAAIRP_AD -ActiveAnimTwo=CAAIRP_F -ActiveAnimTwoZAdjust=-100 -ActiveAnimTwoYSort=362 -ActiveAnimTwoPowered=no -DamageFireOffset0=-3,5 -DamageFireOffset1=-65,32 - -; AIRPORT IDLE animations -[CAAIRP_A] -Image=CAAIRP_A -Layer=ground -NewTheater=yes -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=50 -DemandLoad=true - -; AIRPORT IDLE animations -[CAAIRP_AD] -Image=CAAIRP_A -Layer=ground -NewTheater=yes -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=50 -DemandLoad=true - -; AIRPORT IDLE animations -[CAAIRP_F] -Image=CAAIRP_F -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=300 -;DetailLevel=1 -DemandLoad=true -Shadow=yes - -[CAARMR] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=1 -Buildup=CAARMR -NewTheater=yes -ActiveAnim=CAARMR_A -ActiveAnimZAdjust=-100 -ActiveAnimPowered=no -DemandLoad=true - -[CAPYR01] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=2 -NewTheater=yes -TerrainPalette=yes -ExtraDamageStage=no -DemandLoad=true - -[CAPYR02] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=4 -NewTheater=yes -TerrainPalette=yes -ExtraDamageStage=no -DemandLoad=true - -[CAPYR03] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=4 -NewTheater=yes -TerrainPalette=yes -ExtraDamageStage=no -DemandLoad=true - -[CACRSH01] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=1 -NewTheater=yes -TerrainPalette=yes -ExtraDamageStage=no -DemandLoad=true - -[CACRSH02] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=1 -NewTheater=yes -TerrainPalette=yes -ExtraDamageStage=no -DemandLoad=true - -[CACRSH03] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=1 -NewTheater=yes -TerrainPalette=yes -ExtraDamageStage=no -DemandLoad=true - -[CACRSH04] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=1 -NewTheater=yes -TerrainPalette=yes -ExtraDamageStage=no -DemandLoad=true - -[CACRSH05] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=1 -NewTheater=yes -TerrainPalette=yes -ExtraDamageStage=no -DemandLoad=true - -[CAARAY] -Cameo= -Normalized=yes -Remapable=no -Foundation=2x2 -Buildup= -Height=3 -NewTheater=yes -ActiveAnim=CAARAY_A -ActiveAnimZAdjust=-100 -ActiveAnimTwo=CAARAY_B -ActiveAnimTwoZAdjust=-100 -ActiveAnimThree=CAARAY_C -ActiveAnimThreeDamaged=CAARAY_CD -ActiveAnimThreeZAdjust=-100 -ActiveAnimFour=CAARAY_D -ActiveAnimFourDamaged=CAARAY_DD -ActiveAnimFourZAdjust=-100 -DemandLoad=true - -[GASPOT] -Cameo=SPOTICON -Normalized=yes -Remapable=yes -Foundation=1x1 -Buildup=GASPOTMK -DemandLoadBuildup=true -Height=3 -NewTheater=yes -ActiveAnim=GASPOT_A -ActiveAnimDamaged=GASPOT_AD -ActiveAnimZAdjust=-100 - -[GADPSA] -Normalized=yes -Remapable=yes -Foundation=1x1 -Buildup=GADPSAMK -Height=2 -NewTheater=yes -ActiveAnim=GADPSA_A -ActiveAnimZAdjust=-100 -ExtraLight=-100 - -[GAICBM] -Normalized=yes -Remapable=yes -Foundation=1x1 -Buildup=GAICBMMK -DemandLoadBuildup=true -FreeBuildup=true -Height=2 -NewTheater=yes -ActiveAnim=GAICBM_A -ActiveAnimZAdjust=-100 -ExtraLight=-100 - -[GATICK] -Normalized=yes -Remapable=yes -Foundation=1x1 -Buildup=GATICKMK -Height=1 -NewTheater=yes -ExtraLight=-100 -PrimaryFireFLH=48,0,64 -PBarrelLength=136 - -[GAARTY] -Normalized=yes -Remapable=yes -Foundation=1x1 -Buildup=GAARTYMK -Height=1 -NewTheater=yes -ExtraLight=350 -PBarrelLength=224 -PrimaryFireFLH=-0,0,64 -TurretNotExportedOnGround=yes - -[NATECH] -Remapable=yes -Normalized=yes -Cameo=NTCHICON -Foundation=3x3 -Buildup=NATECHMK -Height=8 -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -AddOccupy1=-2,-2 -DamageFireOffset0=-27,37 -DamageFireOffset1=24,25 -DamageFireOffset2=5,-13 - -[NAHAND] -Remapable=yes -Normalized=yes -Cameo=HANDICON -Foundation=2x2 -Buildup=NAHANDMK -Height=9 -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 -AddOccupy1=-3,-3 -RemoveOccupy1=-2,-1 -RemoveOccupy2=-1,-2 -DamageFireOffset0=-8,-7 -DamageFireOffset1=17,40 - -[NACLON] -Remapable=yes -Normalized=yes -Cameo=CLONICON -Foundation=2x2 -Buildup=NACLONMK -Height=6 -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NACLON_A -ActiveAnimDamaged=NACLON_AD -ActiveAnimZAdjust=-5 -;ActiveAnimTwo=NAHAND_B -;ActiveAnimTwoDamaged=NAHAND_BD -;ActiveAnimTwoZAdjust=-50 -OccupyHeight=4 -DamageFireOffset0=23,27 -CanBeHidden=False -DoubleThick=true - -; Clone factory active animation Damaged -[NACLON_AD] -Image=NACLON_A -Normalized=yes -;NewTheater=yes -Layer=ground -Start=11 -LoopStart=11 -LoopEnd=21 -LoopCount=-1 -Rate=200 -;DetailLevel=1 -DoubleThick=true - -[GAPILE] -Remapable=yes -Normalized=yes -Cameo=BRRKICON -Foundation=3x2 -Buildup=GAPILEMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -Height=4 -ActiveAnim=GAPILE_A -ActiveAnimDamaged=GAPILE_AD -ActiveAnimZAdjust=-130 -ActiveAnimPowered=no -;ActiveAnimTwo=GAPILE_A -;ActiveAnimTwoZAdjust=-39 -;ActiveAnimThree=GAPILE_B -;ActiveAnimThreeZAdjust=-39 -OccupyHeight=2 -AddOccupy1=-1,-1 -DamageFireOffset0=18,9 -DamageFireOffset1=42,55 -CanBeHidden=False - -[YABRCK] -Image=YABRCK -Remapable=yes -Normalized=yes -Cameo=BRCKICON -Foundation=2x3 -Buildup=YABRCKMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -Height=7 -ActiveAnim=YABRCK_A -ActiveAnimDamaged=YABRCK_AD -ActiveAnimZAdjust=-35 -ActiveAnimPowered=no -;ActiveAnimTwo=GAPILE_A -;ActiveAnimTwoZAdjust=-39 -;ActiveAnimThree=GAPILE_B -;ActiveAnimThreeZAdjust=-39 -OccupyHeight=2 -AddOccupy1=-1,0 -AddOccupy2=-2,0 -AddOccupy3=-2,-1 -AddOccupy4=-1,1 -DamageFireOffset0=-36,-33 -DamageFireOffset1=-16,52 -CanBeHidden=False - - -[YABRCK_A] -Image=YABRCK_A -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=7 -LoopCount=-1 -Rate=150 -Layer=ground -;;DetailLevel=1 - -[YABRCK_AD] -Image=YABRCK_A -Normalized=yes -NewTheater=yes -LoopStart=8 -LoopEnd=15 -LoopCount=-1 -Rate=150 -Layer=ground -;;DetailLevel=1 - -[GADEPT] -Remapable=yes -Normalized=yes -Cameo=FIXICON -Foundation=3x3 -ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 -Height=3 -AnimActive=0,7,2 -Flat=yes -Buildup=GADEPTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -BibShape=GADEPTBB -SpecialAnim=GADEPT_A -SpecialAnimDamaged=GADEPT_AD -SpecialAnimZAdjust=0 -SpecialAnimYSort=543 -SpecialAnimTwo=GADEPT_B -SpecialAnimTwoDamaged=GADEPT_BD -SpecialAnimTwoZAdjust=0 -SpecialAnimTwoYSort=543 -SpecialAnimThree=GADEPT_C -SpecialAnimThreeDamaged=GADEPT_CD -SpecialAnimThreeZAdjust=0 -SpecialAnimThreeYSort=543 -IdleAnim=GADEPT_D -IdleAnimDamaged=GADEPT_DD -IdleAnimZAdjust=0 -IdleAnimYSort=543 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-1,0 -AddOccupy2=-1,1 -DamageFireOffset0=-67,22 - -[CAOUTP] -Image=CAOUTP -DemandLoad=true -Remapable=yes -Normalized=yes -Foundation=4x3 -Height=6 -AnimActive=0,7,2 -PrimaryFireFLH=64,70,520 ; SJM -Flat=yes -NewTheater=yes -DockingOffset0=384,0,0 -BibShape=CAOUTPBB -SpecialAnim=CAOUTP_A -SpecialAnimDamaged=CAOUTP_AD -SpecialAnimZAdjust=0 -SpecialAnimYSort=543 -SpecialAnimTwo=CAOUTP_B -SpecialAnimTwoDamaged=CAOUTP_BD -SpecialAnimTwoZAdjust=0 -SpecialAnimTwoYSort=543 -SpecialAnimThree=CAOUTP_C -SpecialAnimThreeDamaged=CAOUTP_CD -SpecialAnimThreeZAdjust=0 -SpecialAnimThreeYSort=543 -IdleAnim=CAOUTP_D -IdleAnimDamaged=CAOUTP_DD -IdleAnimZAdjust=0 -IdleAnimYSort=543 -ActiveAnim=CAOUTP_F -ActiveAnimZAdjust=-200 -ActiveAnimYSort=543 -ActiveAnimPowered=no -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -RemoveOccupy1=2,-1 -AddOccupy1=-2,-1 -DamageFireOffset0=-32,-1 -DamageFireOffset1=-43,28 - -; Outpost flag animations -[CAOUTP_F] -Image=CAOUTP_F -Layer=ground -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=300 -DemandLoad=true - -; Outpost arm extending. -[CAOUTP_A] -Normalized=yes -Layer=ground -Start=1 -End=10 -Rate=200 -NewTheater=yes -DemandLoad=true -Shadow=yes - -; Outpost arm extending. -[CAOUTP_AD] -Image=CAOUTP_A -Normalized=yes -Layer=ground -Start=11 -End=20 -Rate=200 -NewTheater=yes -DemandLoad=true -Shadow=yes - -; Outpost arm working -[CAOUTP_B] -Normalized=yes -Layer=ground -Start=1 -LoopStart=1 -LoopEnd=20 -LoopCount=-1 -Rate=200 -NewTheater=yes -DemandLoad=true -Shadow=yes - -; Outpost arm working -[CAOUTP_BD] -Image=CAOUTP_B -Normalized=yes -Layer=ground -Start=21 -LoopStart=21 -LoopEnd=40 -LoopCount=-1 -Rate=200 -NewTheater=yes -DemandLoad=true -Shadow=yes - -; Outpost arm retracting -[CAOUTP_C] -Normalized=yes -Layer=ground -Start=1 -End=10 -Rate=200 -NewTheater=yes -DemandLoad=true -Shadow=yes - -; Outpost arm retracting -[CAOUTP_CD] -Image=CAOUTP_C -Normalized=yes -Layer=ground -Start=11 -End=20 -Rate=200 -NewTheater=yes -DemandLoad=true -Shadow=yes - -; Outpost arm retracted -[CAOUTP_D] -Normalized=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=200 -NewTheater=yes -DemandLoad=true -Shadow=yes - -; Outpost arm retracted -[CAOUTP_DD] -Image=CAOUTP_D -Normalized=yes -Layer=ground -Start=1 -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=200 -NewTheater=yes -DemandLoad=true -Shadow=yes - -; Civilian Hospital Tech Flag Animation -[CAHOSP_F] -Image=CAHOSP_F -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=300 -;DetailLevel=1 -DemandLoad=true - -[GAPAVE] -Foundation=4x4 -Cameo=PAVEICON -;IsNewTheater=yes - -[GAGREEN] -;Cameo=WALLICON -Foundation=2x2 - -[GASAND] -Cameo=SBAGICON -Foundation=1x1 -ToOverlay=GASAND -DamageLevels=2 -NewTheater=yes - -[CAFNCB] -Cameo=SBAGICON -Foundation=1x1 -ToOverlay=CAFNCB -DamageLevels=2 -NewTheater=yes -DemandLoad=true - -[CAFNCW] -Cameo=SBAGICON -Foundation=1x1 -ToOverlay=CAFNCW -DamageLevels=2 -NewTheater=yes -DemandLoad=true - -;Mayan Castillo -[CAMEX02] -Foundation=6x4 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=103,38 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-34,7 -MuzzleFlash2=39,-8 -MuzzleFlash3=41,98 -MuzzleFlash4=4,45 -MuzzleFlash5=88,68 -MuzzleFlash6=86,-4 -MuzzleFlash7=78,36 -MuzzleFlash8=-9,67 -MuzzleFlash9=122,55 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=25,45 -RemoveOccupy1=-2,-1 -RemoveOccupy2=-2,0 -RemoveOccupy3=-2,1 -RemoveOccupy4=-2,-2 -AddOccupy1=0,-3 -AddOccupy2=-1,-3 - -;Mayan minor temple -[CAMEX03] -Foundation=3x3 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -OccupyHeight=3 -CanBeHidden=False -DamageFireOffset0=3,30 - -[GAWALL] -Cameo=WALLICON -Foundation=1x1 -ToOverlay=GAWALL -DamageLevels=3 -NewTheater=yes - -[GAFWLL] -Cameo=CITWICON -Foundation=1x1 -ToOverlay=GAFWLL -DamageLevels=3 -NewTheater=yes - -[NAWALL] -Cameo=NWALICON -Foundation=1x1 -ToOverlay=NAWALL -DamageLevels=3 -NewTheater=yes - -[CABHUT] -Foundation=1x1 -NewTheater=yes -Height=1 -CanHideThings=False -CanBeHidden=False - -[CTDAM] -Foundation=2x5 -NewTheater=yes -;ActiveAnim=CTDAM_A WST 7/16/99 commented out to minimize bad palette problem -;ActiveAnimY=-1 -;ActiveAnimDamaged=CTDAM_AD -;ActiveAnimTwo=CTDAM_B -;ActiveAnimTwoDamaged=CTDAM_BD -TerrainPalette=yes -ExtraDamageStage=false -DemandLoad=true - -[UFO] -Foundation=6x4 -TerrainPalette=yes -ExtraDamageStage=false -DemandLoad=true -Theater=yes -Height=6 - -[AMMO01] -Foundation=1x1 -TerrainPalette=no -ExtraDamageStage=false -DemandLoad=false -Theater=no -Height=1 - -[NAPULS] -Cameo=EMPICON -Remapable=yes -Normalized=yes -Foundation=2x2 -PrimaryFireFLH=0,0,80 -TurretNotExportedOnGround=yes -PBarrelLength=110 -Buildup=NAPULSMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes - -[GACTWR] -Image=GACTWR -Remapable=yes -Normalized=yes -Cameo=TOWRICON -Foundation=1x1 -Buildup=GACTWRMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GACTWR_A -ActiveAnimZAdjust=-39 - -[GAGATE_A] -Image=GAGATE_A -Remapable=yes -Cameo=GATEICON -Foundation=3x1 -Height=2 -Buildup=GAGATE_A -SpecialZOverlay=GAGATEZA -GateStages=9 -NewTheater=yes -CanHideThings=False -CanBeHidden=False - -[GAGATE_B] -Image=GAGATE_B -Remapable=yes -Cameo=GAT2ICON -Foundation=1x3 -Buildup=GAGATE_B -SpecialZOverlay=GAGATEZB -GateStages=9 -NewTheater=yes - -[NAGATE_A] -Image=NAGATE_A -Remapable=yes -Cameo=NGATICON -Foundation=3x1 -Buildup=NAGATE_A -SpecialZOverlay=NAGATEZA -GateStages=6 -NewTheater=yes - -[NAGATE_B] -Image=NAGATE_B -Remapable=yes -Cameo=NGA2ICON -Foundation=1x3 -Buildup=NAGATE_B -SpecialZOverlay=NAGATEZB -GateStages=6 -NewTheater=yes - -; Nuclear power plant active animation -[NANRCT_A] -Image=NANRCT_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=10 -LoopCount=-1 -Rate=220 -DetailLevel=2 -DoubleThick=true - -; Nuclear power plant damaged active animation -[NANRCT_AD] -Image=NANRCT_A -Normalized=yes -;NewTheater=yes -Layer=ground -Start=11 -LoopStart=11 -LoopEnd=21 -LoopCount=-1 -Rate=220 -DetailLevel=2 -DoubleThick=true - -; Nuclear power plant active animation -[NANRCT_P] -Image=NANRCT_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=220 -DetailLevel=2 -DoubleThick=true - -; Nuclear power plant damaged active animation -[NANRCT_PD] -Image=NANRCT_A -Normalized=yes -;NewTheater=yes -Layer=ground -Start=11 -LoopStart=11 -LoopEnd=12 -LoopCount=-1 -Rate=220 -DetailLevel=2 -DoubleThick=true - -; Clone factory active animation -[NACLON_A] -Image=NACLON_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopEnd=10 -LoopCount=-1 -Rate=200 -;DetailLevel=1 -DoubleThick=true - -[GALITE] -Cameo=LITEICON -Image=GALITE -Remapable=yes -Foundation=1x1 -TerrainPalette=yes -NewTheater=yes -ExtraDamageStage=false -;DemandLoad=yes -;Theater=yes -CanBeHidden=False - -[NATMPL] -Image=NATMPL -Cameo=TMPLICON -Height=2.5 -Foundation=4x3 -Buildup=NATMPLMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NATMPL_A -ActiveAnimZAdjust=-127 - -[NTPYRA] -Image=NTPYRA -Remapable=yes -Foundation=4x4 -NewTheater=yes -Height=3 -ActiveAnim=NTPYRA_A -ActiveAnimDamaged=NTPYRA_AD -ActiveAnimZAdjust=-127 -DemandLoad=true - -[GAKODK] -Image=GAKODK -Remapable=yes -Foundation=4x2 -NewTheater=yes -Height=1 -ActiveAnim=GAKODK_A -ActiveAnimDamaged=GAKODK_AD -ActiveAnimZAdjust=-127 -ActiveAnimTwo=GAKODK_B -ActiveAnimTwoZAdjust=-127 -ActiveAnimThree=GAKODK_C -ActiveAnimThreeDamaged=GAKODK_CD -ActiveAnimThreeZAdjust=-127 -DemandLoad=true - -[NAMNTK] -Image=NAMNTK -Remapable=yes -Foundation=1x3 -NewTheater=yes -Height=1.5 -ActiveAnim=NAMNTK_A -ActiveAnimZAdjust=-127 -DemandLoad=true - -[GAFSDF_A] -Image=GAFSDF_A -;Remapable=yes -NewTheater=yes -LoopStart=0 -LoopEnd=4 -LoopCount=-1 -Rate=250 - -[FSIDLE] -Image=FSIDLE -LoopStart=0 -LoopEnd=20 -Rate=800 -ShouldUseCellDrawer=false -Report=FIRSTRM1 - -[FSAIR] -Image=FSAIR -LoopStart=0 -LoopEnd=20 -Rate=800 -Report=FIRSTRM1 - -[FSGRND] -Image=FSGRND -LoopStart=0 -LoopEnd=20 -Rate=800 -Report=FIRSTRM1 -YDrawOffset=-20 - -;[NAWAST] -;Cameo=WASTICON -;Image=NAWAST -;Remapable=yes -;Foundation=3x3 -;Buildup=NAWASTMK -;DemandLoadBuildup=true -;FreeBuildup=true -;NewTheater=yes -;BibShape=NAWASTBB -;ActiveAnim=NAWAST_A -;ActiveAnimDamaged=NAWAST_AD -;ActiveAnimZAdjust=-127 -;ActiveAnimTwo=NAWAST_B -;ActiveAnimTwoDamaged=NAWAST_BD -;ActiveAnimTwoZAdjust=-127 - -[NAOBEL] -Cameo=OBLIICON -Image=NAOBEL -Remapable=yes -Foundation=2x2 -ChargeAnim=yes -Buildup=NAOBELMK -DemandLoadBuildup=true -FreeBuildup=true -;PrimaryFirePixelOffset=10,-51 -PrimaryFirePixelOffset=11,-26 -NewTheater=yes -ActiveAnim=NAOBEL_A -ActiveAnimZAdjust=-100 - -[NATSLA] -Cameo=TSLAICON -Image=NATSLA -Remapable=no -Foundation=1x1 -Height=5 -Buildup=NATSLAMK -DemandLoadBuildup=true -FreeBuildup=true -PrimaryFireFLH=50,0,300 -SecondaryFireFLH=50,0,300 -NewTheater=yes -ActiveAnim=NATSLA_A -ActiveAnimDamaged=NATSLA_AD -ActiveAnimZAdjust=-30 -ActiveAnimPowered=no ; SJM: This means anim goes away when underpowered -ActiveAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered -SpecialAnim=NATSLA_B -SpecialAnimDamaged=NATSLA_BD -SpecialAnimZAdjust=-30 -SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered -SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered -IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon -DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=0,14 - -[NATSLA_A] ; Tesla Coil Active Anim -Image=NATSLA_A -Normalized=yes -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=450 -Layer=ground -NewTheater=yes -Shadow=yes - -[NATSLA_AD] ; Tesla Coil Damaged Active Anim -Image=NATSLA_A -Normalized=yes -Start=10 -LoopStart=10 -LoopEnd=19 -LoopCount=-1 -Rate=450 -Layer=ground -NewTheater=yes -Shadow=yes - -[NATSLA_B] ; Tesla Coil Firing Anim -Image=NATSLA_B -Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate. -Start=0 -End=9 -Rate=300 -Layer=ground -NewTheater=yes -Report=TeslaCoilPowerUp -Shadow=yes - -[NATSLA_BD] ; Tesla Coil Damaged Firing Anim -Image=NATSLA_B -Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate. -Start=10 -End=19 -Rate=300 -Layer=ground -NewTheater=yes -Report=TeslaCoilPowerUp -Shadow=yes - -; natsla destroy animation -;[NATSLADM] -;Image=NATSLADM -;Layer=ground -;NewTheater=yes -;Rate=200 -;DemandLoad=true -;Shadow=yes -;AltPalette=yes ; use the unit palete - -[NABNKR] -Image=NABNKR -Cameo=BNKRICON -Foundation=2x2 -Height=3 -NewTheater=yes -MuzzleFlash0=5,18 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-14,15 -MuzzleFlash2=21,9 -MuzzleFlash3=-21,10 -MuzzleFlash4=11,17 -;MuzzleFlash5=-20,25 -;MuzzleFlash6=26,25 -;MuzzleFlash7=24,25 -DamageFireOffset0=-11,37 -DamageFireOffset1=-6,-1 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 -AltPalette=yes ; use the unit palete -Buildup=NABNKRMK -DemandLoadBuildup=true -FreeBuildup=true - -[GAPRIS] -Cameo=prisicon -Remapable=no -Foundation=1x1 -Height=6 -Buildup=GAPRISMK -DemandLoadBuildup=true -FreeBuildup=true -;PrimaryFirePixelOffset=-6,-60 -PrimaryFireDualOffset=true -PrimaryFirePixelOffset=0,-4 -PrimaryFireFLH=0,0,378 -NewTheater=yes -ActiveAnim=GAPRIS_B -ActiveAnimDamaged=GAPRIS_BD -ActiveAnimZAdjust=-83 -SpecialAnim=GAPRIS_A -SpecialAnimDamaged=GAPRIS_AD -SpecialAnimZAdjust=-35 -SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered -SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered -IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon -DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too -DamageFireOffset0=-1,16 -CanBeHidden=False -OccupyHeight=4 - -[GAPRIS_A] ; Prism Cannon Firing Anim -Image=GAPRIS_A -Normalized=no ; SJM: Must match a hard frame delay in Prism Cannon above. No scaling by frame rate. -Start=0 -End=9 -Rate=300 -Layer=ground -NewTheater=yes -Report=PrismTowerPowerUp -Shadow=yes - -[GAPRIS_AD] ; Prism Cannon Damaged Firing Anim -Image=GAPRIS_A -Normalized=no ; SJM: Must match a hard frame delay in Prism Cannon above. No scaling by frame rate. -Start=10 -End=19 -Rate=300 -Layer=ground -NewTheater=yes -Report=PrismTowerPowerUp -Shadow=yes - -[GAPRIS_B] ; Prism Cannon Active Anim -Image=GAPRIS_B -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -[GAPRIS_BD] ; Prism Cannon Damaged Active Anim -Image=GAPRIS_B -Normalized=yes -Start=9 -LoopStart=9 -LoopEnd=17 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -; gapris destroy animation -;[GAPRISDM] -;Image=GAPRISDM -;Layer=ground -;NewTheater=yes -;Rate=200 -;DemandLoad=true -;Shadow=yes -;AltPalette=yes ; use the unit palete - -[YAPSYT] -Image=YAPSYT -Cameo=PSYTICON -Remapable=no -Foundation=1x1 -Height=8 -Buildup=YAPSYTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=YAPSYT_A -ActiveAnimDamaged=YAPSYT_AD -ActiveAnimZAdjust=-50 -ActiveAnimPowered=yes -;Below are the settings for the active animation for when the tower mind controls a unit Needs programming to work -;ActiveAnim=YAPSYT_B -;ActiveAnimDamaged=YAPSYT_BD -;ActiveAnimZAdjust=-50 -;ActiveAnimYSort=362 -CanHideThings=True -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-5,5 - -[YAPSYT_A] -Image=YAPSYT_A -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=26 -LoopCount=-1 -Rate=400 -Layer=ground -NewTheater=yes -Shadow=yes - -[YAPSYT_AD] -Image=YAPSYT_A -Normalized=yes -Start=26 -LoopStart=26 -LoopEnd=52 -LoopCount=-1 -Rate=400 -Layer=ground -NewTheater=yes -Shadow=yes - -[YAPSYT_B] -Image=YAPSYT_B -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=26 -LoopCount=-1 -Rate=400 -Layer=ground -NewTheater=yes - -[YAPSYT_BD] -Image=YAPSYT_B -Normalized=yes -Start=26 -LoopStart=26 -LoopEnd=52 -LoopCount=-1 -Rate=400 -Layer=ground -NewTheater=yes - -[GAGAP] -Cameo=Gapicon -Remapable=no -Foundation=1x1 -Height=6 -Buildup=GAGAPMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GAGAP_A -ActiveAnimDamaged=GAGAP_AD -ActiveAnimZAdjust=-120 -ActiveAnimYSort=362 -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-5,11 - -[GAGAP_A] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -[GAGAP_AD] -Image=GAGAP_A -Normalized=yes -Start=8 -LoopStart=8 -LoopEnd=16 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -[GASPST] -Image=GASPST -Remapable=yes -Normalized=yes -Cameo=asaticon -Foundation=2x2 -Height=5 -Buildup=GASPSTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=GASPST_A -ActiveAnimDamaged=GASPST_AD -ActiveAnimZAdjust=-32 -ActiveAnimYSort=362 -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -AddOccupy1=-2,-1 -DamageFireOffset0=25,37 -DamageFireOffset1=-26,25 - -; Active animation for Spy Sat -[GASPST_A] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Damaged active animation for Spy Sat -[GASPST_AD] -Image=GASPST_A -Normalized=yes -Start=16 -LoopStart=16 -LoopEnd=32 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -[GAORE] -Remapable=yes -Cameo=REFICON -Foundation=4x3 -Height=3 -Buildup=GAOREMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes - -[NAMISL] -Cameo=MSSLICON -Image=NAMISL -Remapable=yes -Foundation=3x3 -Buildup=NAMISLMK -Height=8 -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -PrimaryFirePixelOffset=0,44 ; aim for center of pad to align with anim -SuperAnim=NAMISL_E -SuperAnimYSort=543 -SuperAnimZAdjust=-2 -SuperAnimTwo=NAMISL_F -SuperAnimTwoYSort=543 -SuperAnimTwoZAdjust=-3 -SuperAnimThree=NAMISL_G -SuperAnimThreeYSort=543 -SuperAnimThreeZAdjust=-4 -SuperAnimFour=NAMISL_H -SuperAnimFourYSort=543 -SuperAnimFourZAdjust=-5 -SuperAnimDamaged=NAMISL_ED -SuperAnimTwoDamaged=NAMISL_FD -SuperAnimThreeDamaged=NAMISL_GD -SuperAnimFourDamaged=NAMISL_HD -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=1,-1 -RemoveOccupy2=0,-2 -RemoveOccupy3=-1,-2 -RemoveOccupy4=-2,-2 -RemoveOccupy5=-2,-1 -RemoveOccupy6=-2,0 -RemoveOccupy7=-1,1 - -[GAVULC] -Cameo=TWR1ICON -Image=GACTWR_B -Remapable=yes -Foundation=1x1 -PrimaryFireFLH=162,30,90 -SecondaryFireFLH=162,-30,90 -NewTheater=yes - -[GAROCK] -Cameo=TWR2ICON -Image=GACTWR_C -Remapable=yes -Foundation=1x1 -PrimaryFireFLH=152,50,192 -SecondaryFireFLH=152,-50,192 -NewTheater=yes - -; SAM addon for component tower -[GACSAM] -Image=GACTWR_D -Remapable=yes -Cameo=TWR3ICON -Foundation=1x1 -MidPoint=66 -PrimaryFireFLH=152,50,192 -SecondaryFireFLH=152,-50,192 -NewTheater=yes - -; SAM site turret -[NASAM_A] -Image=GACTWR_D -;Remapable=yes -;PrimaryFireFLH=90,50,100 -;SecondaryFireFLH=90,-50,100 -;NewTheater=yes - -;[GAFIRE] -;Cameo=FSDICON -;Image=GAFIRE -;Remapable=yes -;Foundation=3x2 -;Buildup=GAFIREMK -;DemandLoadBuildup=true -;FreeBuildup=true -;NewTheater=yes -;ActiveAnim=GAFIRE_C -;ActiveAnimZAdjust=-100 -;ActiveAnimTwo=GAFIRE_B -;ActiveAnimTwoZAdjust=-100 - -[GAFSDF] -Image=GAFSDF -Remapable=yes -Foundation=1x1 -NewTheater=yes -NormalZAdjust=-10 -Cameo=FSPICON - -[NAPOST] -Cameo=LASRICON -Image=NAPOST -Remapable=yes -Foundation=1x1 -Buildup=NAPOSTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -ActiveAnim=NAPOST_A -;ActiveAnimDestroyed=NAPOST_AD -ActiveAnimZAdjust=-100 -ActiveAnimTwo=NAPOST_B -ActiveAnimTwoZAdjust=-100 - -[NAFNCE] -Image=NAFNCE -Remapable=yes -Foundation=1x1 -NewTheater=yes - -[NALASR] -Cameo=PLTICON -Image=NALASR -Remapable=yes -Foundation=1x1 -Buildup=NALASRMK -Height=2 -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -PrimaryFireFLH=100,20,100 -Recoilless=yes -PBarrelLength=200 -PBarrelThickness=48 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=-5,15 - -[YAGGUN] -Cameo=GGUNICON -Remapable=yes -Foundation=1x1 -Buildup=YAGGUNMK -Height=3 -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -PrimaryFireFLH=150,60,200 -SecondaryFireFLH=150,60,200 -ElitePrimaryFireFLH=150,60,200 -EliteSecondaryFireFLH=150,60,200 -Weapon1FLH=150,60,200 -Weapon2FLH=150,60,200 -Weapon3FLH=150,60,200 -Weapon4FLH=150,60,200 -Weapon5FLH=150,60,200 -Weapon6FLH=150,60,200 -EliteWeapon1FLH=150,60,200 -EliteWeapon2FLH=150,60,200 -EliteWeapon3FLH=150,60,200 -EliteWeapon4FLH=150,60,200 -EliteWeapon5FLH=150,60,200 -EliteWeapon6FLH=150,60,200 -Recoilless=yes -PBarrelLength=200 -PBarrelThickness=48 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=-5,15 - -[YACOMD] -Remapable=yes -Foundation=4x4 -Height=12 -AnimActive=0,26,3 -Buildup=YACOMDMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -;ActiveAnim=YACOMD_A -;ActiveAnimDamaged=YACOMDT_AD -;ActiveAnimZAdjust=-77 -;IdleAnim=YACOMD_C -;IdleAnimZAdjust=-35 -;IdleAnimYSort=700 -;IdleAnimDamaged=YACOMD_CD -;IdleAnimDamagedZAdjust=-77 -;ActiveAnimTwo=NACNST_C -;ActiveAnimTwoDamaged=NACNST_CD -;ActiveAnimTwoZAdjust=-77 -;ActiveAnimThree=NACNST_B -;ActiveAnimThreeZAdjust=-27 -;PreProductionAnim=NACNST_B -;PreProductionAnimZAdjust=-15 -;ProductionAnim=NACNST_B -;ProductionAnimDamaged=NACNST_BD -;ProductionAnimZAdjust=-5 -;ProductionAnimYSort=700 -OccupyHeight=0 -CanHideThings=true -CanBeHidden=False -AddOccupy1=0,-1 -AddOccupy2=-1,-1 -AddOccupy3=-2,-3 -AddOccupy4=-1,-2 -DamageFireOffset0=-44,25 -DamageFireOffset1=19,95 -DamageFireOffset2=25,-48 - -[GAPILL] -Cameo=pillicon -Image=GAPILL -Remapable=yes -Foundation=1x1 -Height=1 -Buildup=GAPILLMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -PrimaryFirePixelOffset=0,10 -PrimaryFireFLH=90,0,40 -PrimaryFireDualOffset=true -Recoilless=yes - -[NATBNK];Tank Bunker -Cameo=TBNKICON -Remapable=yes -Foundation=2x2 -Height=3 -Buildup=NATBNKMK -BibShape=NATBNKBB -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -Normalized=yes -;ZShapePointMove=65,35 -Flat=yes -DockingOffset0=-1,-1,0;unused, but must be present. Doocking offset depends on the direction ou are coming from -CanHideThings=False -CanBeHidden=False -OccupyHeight=2 -;DoubleThick=yes ;GEF it's too light if you do it on both bulding and anim, so only do it on anim - -SpecialAnim=NATBNK_A;Anim in front of tank -SpecialAnimDamaged=NATBNK_AD -SpecialAnimZAdjust=10 -SpecialAnimYSort=750 - -SpecialAnimTwo=NATBNK_B; anim behind -SpecialAnimTwoDamaged=NATBNK_BD -SpecialAnimTwoZAdjust=-10 - -SpecialAnimThree=NATBNK_A2;In front going down -SpecialAnimThreeDamaged=NATBNK_A2D -SpecialAnimThreeZAdjust=-500 -SpecialAnimThreeYSort=750 - -SpecialAnimFour=NATBNK_B2;behind going down -SpecialAnimFourDamaged=NATBNK_B2D -SpecialAnimFourZAdjust=0 - -[NATBNK_A];half of anim in front of tank -Normalized=yes -Start=0 -LoopStart=9 -LoopEnd=10 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -Shadow=yes -DoubleThick=yes - -[NATBNK_AD];and damaged -Image=NATBNK_A -Normalized=yes -Start=10 -LoopStart=19 -LoopEnd=20 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -Shadow=yes -DoubleThick=yes - -[NATBNK_A2];and in reverse -Image=NATBNK_A -Normalized=yes -Start=0 -End=10 -LoopEnd=9 -Rate=440 -Layer=ground -NewTheater=yes -Shadow=yes -Reverse=yes;These numbers are not explicit frame numbers (as Steve points out) declare a reverse anim -;as normal (Start = 0) Once you get over the "That doesn't make any sense" hurdle, it almost makes sense -;(Ah! Code of Cthulu infecting my mind!) -DoubleThick=yes - -[NATBNK_A2D];and in reverse damaged -Image=NATBNK_A -Normalized=yes -Start=10 -End=9 -LoopEnd=9 -Rate=440 -Layer=ground -NewTheater=yes -Shadow=yes -Reverse=yes -DoubleThick=yes - -[NATBNK_B];half of anim behind tank -Normalized=yes -Start=0 -LoopStart=9 -LoopEnd=10 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -Shadow=yes -DoubleThick=yes - -[NATBNK_BD];and damaged -Image=NATBNK_B -Normalized=yes -Start=10 -LoopStart=19 -LoopEnd=20 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -Shadow=yes -DoubleThick=yes - -[NATBNK_B2];and in reverse -Image=NATBNK_B -Normalized=yes -Start=0 -End=10 -LoopEnd=9 -Rate=440 -Layer=ground -NewTheater=yes -Shadow=yes -Reverse=yes -DoubleThick=yes - -[NATBNK_B2D];and reverse damaged -Image=NATBNK_B -Normalized=yes -Start=10 -End=9 -LoopEnd=9 -Rate=440 -Layer=ground -NewTheater=yes -Shadow=yes -Reverse=yes -DoubleThick=yes - -[NASAM] -Cameo=SAMICON -Image=NASAM -Remapable=yes -Foundation=1x1 -Buildup=NASAMMK -Height=3 -DemandLoadBuildup=true -FreeBuildup=true -PrimaryFireFLH=90,50,100 -SecondaryFireFLH=90,-50,100 -NewTheater=yes -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=1,20 - -[ABAN01] -Foundation=2x6 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -Height=3 -DemandLoad=true - -[ABAN02] -Foundation=5x3 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -Height=2 -DemandLoad=true - -[ABAN03] -Foundation=2x5 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -Height=2 -DemandLoad=true - -[ABAN04] -Foundation=4x2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[ABAN05] -Foundation=3x2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[ABAN06] -Foundation=2x2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[ABAN07] -Foundation=2x2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[ABAN08] -Foundation=2x2 -ExtraDamageStage=false -NewTheater=yes -TerrainPalette=true -DemandLoad=true - -[ABAN09] -Foundation=2x2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN10] -NewTheater=yes -Foundation=2x2 -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN11] -NewTheater=yes -Foundation=2x2 -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN12] -NewTheater=yes -Foundation=2x2 -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN13] -NewTheater=yes -Foundation=1x1 -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN14] -NewTheater=yes -Foundation=1x1 -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN15] -NewTheater=yes -Foundation=1x1 -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN16] -Foundation=2x2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN17] -NewTheater=yes -Foundation=1x1 -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[ABAN18] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CA0001] -Foundation=3x3 -Height=1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CA0002] -Foundation=3x3 -Height=1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CA0003] -Foundation=2x2 -NewTheater=yes -Height=1 -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CA0004] -Foundation=2x2 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0005] -Foundation=1x2 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0006] -Foundation=1x2 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0007] -Foundation=1x2 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0008] -Foundation=2x3 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0009] -Foundation=2x3 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0010] -Foundation=2x2 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0011] -Foundation=1x2 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0012] -Foundation=1x2 -Height=1.5 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0013] -Foundation=2x1 -Height=2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0014] -Foundation=1x1 -Height=2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0015] -Foundation=1x1 -Height=1 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0016] -Foundation=1x1 -Height=2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0017] -Foundation=1x1 -Height=2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0018] -Foundation=1x2 -Height=2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0019] -Foundation=1x2 -Height=2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0020] -Foundation=1x2 -Height=2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -[CA0021] -Foundation=1x2 -Height=2 -ExtraDamageStage=false -TerrainPalette=true -NewTheater=yes -DemandLoad=true - -; Ruined C&C con yard -[GAOLDCC1] -Foundation=2x2 -Height=1 -ExtraDamageStage=false -NewTheater=yes -Remapable=yes -DemandLoad=true - -; Ruined C&C Temple of NOD -[GAOLDCC2] -Foundation=2x2 -Height=1.5 -ExtraDamageStage=false -NewTheater=yes -Remapable=yes -DemandLoad=true - -; Ruined C&C Weapons factory. -[GAOLDCC3] -Foundation=2x2 -Height=1.5 -ExtraDamageStage=false -NewTheater=yes -Remapable=yes -DemandLoad=true - -; Ruined C&C Refinery. -[GAOLDCC4] -Foundation=2x2 -Height=1.5 -ExtraDamageStage=false -NewTheater=yes -Remapable=yes -DemandLoad=true - -; Ruined C&C Advanced Power. -[GAOLDCC5] -Foundation=2x2 -Height=1 -ExtraDamageStage=false -NewTheater=yes -Remapable=yes -DemandLoad=true - -; Ruined C&C Silos (2) -[GAOLDCC6] -Foundation=2x2 -Height=1 -ExtraDamageStage=false -NewTheater=yes -Remapable=yes -DemandLoad=true - -[CITY01] -Foundation=3x3 -Height=3 -NewTheater=yes -ExtraDamageStage=false -;Palette=city -DemandLoad=true - -[CITY02] -Foundation=4x3 -Height=3 -NewTheater=yes -ExtraDamageStage=false -;Palette=city -DemandLoad=true - -[CITY03] -Foundation=3x3 -Height=2 -NewTheater=yes -ExtraDamageStage=false -;Palette=city -DemandLoad=true - -[CITY04] -Foundation=4x4 -Height=3 -NewTheater=yes -ExtraDamageStage=false -;Palette=city -DemandLoad=true - -[CITY05] -Foundation=4x4 -Height=4 -NewTheater=yes -ExtraDamageStage=false -;Palette=city -DemandLoad=true - -[CITY06] -Foundation=4x4 -Height=3 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY07] -Foundation=4x2 -Height=2.5 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY08] -Foundation=2x2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY09] -Foundation=2x2 -Height=2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY10] -Foundation=2x2 -Height=2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY11] -Foundation=2x2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -Height=4 -DemandLoad=true - -[CITY12] -Foundation=2x2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -Height=4 -DemandLoad=true - -[CITY13] -Foundation=2x2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -Height=4 -DemandLoad=true - -[CITY14] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -Height=4 -DemandLoad=true - -[CITY15] -Foundation=4x2 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY16] -Foundation=4x2 -Height=3 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY17] -Foundation=4x3 -Height=4.5 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY18] -Foundation=3x5 -Height=3 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY19] -Foundation=2x2 -Height=1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY20] -Foundation=1x1 -Height=1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY21] -Foundation=1x1 -Height=1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CITY22] -Foundation=2x2 -Height=3 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[CTVEGA] -Foundation=4x4 -Height=3 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD01] -Foundation=1x1 -NewTheater=yes -TerrainPalette=true -ExtraDamageStage=false -DemandLoad=true - -[BBOARD02] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD03] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD04] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD05] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD06] -Foundation=1x2 -NewTheater=yes -TerrainPalette=true -ExtraDamageStage=false -DemandLoad=true - -[BBOARD07] -Foundation=1x2 -NewTheater=yes -TerrainPalette=true -ExtraDamageStage=false -DemandLoad=true - -[BBOARD08] -Foundation=1x2 -NewTheater=yes -TerrainPalette=true -ExtraDamageStage=false -DemandLoad=true - -[BBOARD09] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD10] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD11] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD12] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD13] -Foundation=1x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD14] -Foundation=2x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD15] -Foundation=2x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -[BBOARD16] -Foundation=2x1 -NewTheater=yes -ExtraDamageStage=false -TerrainPalette=true -DemandLoad=true - -; New RA2 - -[CAPARS01] ; RA2 Paris Tower -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=20 -;Palette=City -PrimaryFireFLH=0,0,1566 ; eez a big buildan, no? -DamageFireOffset0=-14,-56 -DamageFireOffset1=62,40 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 -AddOccupy1=0,-1 -AddOccupy2=-1,0 -AddOccupy3=-1,-1 -AddOccupy4=-2,-2 - -; CAPARS01 destroy animation -[CAPR01DM] -Layer=ground -NewTheater=yes -Rate=300 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[CACITY01] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 - -[CACITY02] -Foundation=5x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 - -[CACITY03] -Foundation=3x3 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 - -[CACITY04] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 - -[CANEWY01] -Height=10 -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -DamageFireOffset0=50,56 -MuzzleFlash0=-11,42 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-73,12 -MuzzleFlash2=-8,-47 -MuzzleFlash3=75,15 -MuzzleFlash4=34,3 -MuzzleFlash5=59,-77 -MuzzleFlash6=-50,-50 -MuzzleFlash7=33,5 -MuzzleFlash8=0,90 -MuzzleFlash9=-42,62 -OccupyHeight=6 -AddOccupy1=-3,-5 -AddOccupy2=-4,-5 - -;STATUE OF LIBERTY -[CANEWY04] -Foundation=3x3 -Height=15 -NewTheater=yes -DemandLoad=true -Palette=lib -CanBeHidden=false - -; CANEWY04 destroy animation -[CANY04DM] -Layer=ground -NewTheater=yes -Rate=300 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[CANEWY05] -Foundation=2x2 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 - -[CASWST01] -Height=13 -Foundation=2x3 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=6,1 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-57,-5 -MuzzleFlash2=26,-60 -MuzzleFlash3=-23,-44 -MuzzleFlash4=-23,13 -MuzzleFlash5=-48,-43 -MuzzleFlash6=29,-2 -MuzzleFlash7=3,-56 -MuzzleFlash8=1,-99 -MuzzleFlash9=-44,89 -CanBeHidden=False -DamageFireOffset0=-34,24 -DamageFireOffset1=1,-83 -OccupyHeight=8 - -[CATECH01] -Height=5 -Foundation=3x3 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=32,14 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-43,40 -MuzzleFlash2=-69,26 -MuzzleFlash3=53,20 -MuzzleFlash4=0,11 -MuzzleFlash5=29,24 -MuzzleFlash6=9,30 -MuzzleFlash7=-29,41 -MuzzleFlash8=6,-26 -MuzzleFlash9=-43,4 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-2,20 -RemoveOccupy1=0,-2 -RemoveOccupy2=-1,-2 -RemoveOccupy3=-2,-2 - -[CATEXS01] -Height=9 -Foundation=2x2 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=0,26 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=25,-7 -MuzzleFlash2=-26,-44 -MuzzleFlash3=24,-55 -MuzzleFlash4=-26,13 -MuzzleFlash5=2,-69 -MuzzleFlash6=1,-28 -MuzzleFlash7=30,7 -MuzzleFlash8=0,9 -MuzzleFlash9=3,-45 -CanBeHidden=False -DamageFireOffset0=19,10 -DamageFireOffset1=-21,-23 -OccupyHeight=7 -RemoveOccupy1=-5,-5 -RemoveOccupy2=-5,-4 -RemoveOccupy3=-4,-3 - -;THE ALAMO -[CATEXS02] -Height=3 -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-55,39 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-27,68 -MuzzleFlash2=-84,40 -MuzzleFlash3=-28,56 -MuzzleFlash4=0,76 -MuzzleFlash5=-83,28 -MuzzleFlash6=-68,33 -MuzzleFlash7=-44,44 -MuzzleFlash8=-6,14 -MuzzleFlash9=-34,16 -OccupyHeight=2 -CanBeHidden=False -DamageFireOffset0=-25,30 -DamageFireOffset1=19,27 -AddOccupy1=-1,0 -AddOccupy2=-1,1 -AddOccupy3=-1,2 - -;European Cottage 1 -[CAEUR1] -Foundation=2x2 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=19,24 -DamageFireOffset1=-4,-9 -MuzzleFlash0=9,32 -MuzzleFlash1=25,25 -MuzzleFlash2=12,23 - -;European Cottage 2 -[CAEUR2] -Foundation=2x2 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=20,22 -DamageFireOffset1=1,-7 -MuzzleFlash0=-2,30 -MuzzleFlash1=-11,30 -MuzzleFlash2=-16,19 - -;WHITE HOUSE -[CAWASH01] -Height=4 -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=55,69 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-80,31 -MuzzleFlash2=-25,63 -MuzzleFlash3=16,43 -MuzzleFlash4=-63,3 -MuzzleFlash5=4,59 -MuzzleFlash6=78,60 -MuzzleFlash7=12,78 -MuzzleFlash8=-41,31 -MuzzleFlash9=-37,61 -OccupyHeight=3 -CanBeHidden=False -DamageFireOffset0=-22,14 -DamageFireOffset1=55,73 - -; CAWASH01 destroy animation -[CAWS01DM] -Image=CAWS01DM -Layer=ground -NewTheater=yes -Rate=200 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -;Washington Civ Building -[CAWASH05] -Foundation=4x2 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-32,-24 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=54,42 -MuzzleFlash2=10,34 -MuzzleFlash3=92,12 -MuzzleFlash4=52,56 -MuzzleFlash5=12,36 -MuzzleFlash6=94,50 -MuzzleFlash7=-10,24 -MuzzleFlash8=52,18 -MuzzleFlash9=94,38 -DamageFireOffset0=-36,-12 -DamageFireOffset1=110,8 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 - -;Washington Civ Building -[CAWASH06] -Foundation=4x4 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -CanBeHidden=false - -;Washington Civ Building -[CAWASH04] -Foundation=4x4 -Height=5 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=8,43 -MuzzleFlash1=46,27 -MuzzleFlash2=36,76 -MuzzleFlash3=-89,6 -MuzzleFlash4=-64,41 -MuzzleFlash5=-14,43 -MuzzleFlash6=33,60 -MuzzleFlash7=82,6 -MuzzleFlash8=68,41 -MuzzleFlash9=88,31 -DamageFireOffset0=-85,33 -CanBeHidden=false - - -;Washington Civ Building -[CAWASH03] -Height=4 -Foundation=4x3 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-8,48 -MuzzleFlash1=-32,36 -MuzzleFlash2=10,46 -MuzzleFlash3=59,53 -MuzzleFlash4=85,41 -MuzzleFlash5=50,45 -MuzzleFlash6=10,68 -MuzzleFlash7=-23,52 -MuzzleFlash8=-58,35 -MuzzleFlash9=-41,20 -DamageFireOffset0=7,1 -DamageFireOffset1=90,49 -CanBeHidden=false - -;Washington Civ Building -[CAWASH07] -Foundation=3x3 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-64,-18 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-50,18 -MuzzleFlash2=-64,24 -MuzzleFlash3=62,10 -MuzzleFlash4=10,8 -MuzzleFlash5=-38,38 -MuzzleFlash6=-24,2 -MuzzleFlash7=62,-18 -MuzzleFlash8=22,44 -MuzzleFlash9=-12,22 -DamageFireOffset0=-38,4 -DamageFireOffset1=36,-70 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 -AddOccupy1=-3,-1 -AddOccupy2=-3,-2 - -;Washington Civ Building -[CAWASH11] -Foundation=4x4 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-48,32 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-48,14 -MuzzleFlash2=12,52 -MuzzleFlash3=24,68 -MuzzleFlash4=24,50 -MuzzleFlash5=50,51 -MuzzleFlash6=50,44 -MuzzleFlash7=88,24 -MuzzleFlash8=88,40 -MuzzleFlash9=50,58 -DamageFireOffset0=4,-58 -DamageFireOffset1=90,52 -DamageFireOffset2=2,6 -DamageFireOffset3=30,64 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 -RemoveOccupy1=-1,2 -RemoveOccupy2=-2,1 - -[CAWSH12] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=11 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=0,-127 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=6,-76 -MuzzleFlash2=-6,32 -MuzzleFlash3=-4,-37 -MuzzleFlash4=10,20 -MuzzleFlash5=8,-45 -MuzzleFlash6=-4,-99 -MuzzleFlash7=8,-2 -MuzzleFlash8=-8,0 -MuzzleFlash9=5,-105 -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=0,24 -AddOccupy1=-1,-1 -AddOccupy2=-2,-2 -AddOccupy3=-3,-3 -AddOccupy4=-4,-4 -AddOccupy5=-5,-5 - -; CAWSH12 idle animations -[CAWSH12A] -Image=CAWSH12A -Layer=ground -NewTheater=yes -LoopEnd=5 -LoopCount=-1 -Rate=220 -DemandLoad=true - -; CAWSH12 destroy animation -[CAWSH12D] -Image=CAWSH12D -Layer=ground -NewTheater=yes -Rate=320 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -;Washington Civ Building -[CAWASH08] -Foundation=3x4 -NewTheater=yes -DemandLoad=true -Height=8 -;Palette=City -MuzzleFlash0=-44,-40 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-48,46 -MuzzleFlash2=-12,78 -MuzzleFlash3=32,16 -MuzzleFlash4=-96,54 -MuzzleFlash5=-108,16 -MuzzleFlash6=20,40 -MuzzleFlash7=32,18 -MuzzleFlash8=46,-22 -MuzzleFlash9=-28,-4 -DamageFireOffset0=-64,36 -DamageFireOffset1=64,2 -DamageFireOffset2=-92,-8 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 - -;Washington Civ Building -[CAWASH09] -Foundation=3x3 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-58,8 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-58,20 -MuzzleFlash2=18,36 -MuzzleFlash3=18,52 -MuzzleFlash4=32,36 -MuzzleFlash5=50,38 -MuzzleFlash6=68,18 -MuzzleFlash7=32,48 -MuzzleFlash8=76,24 -MuzzleFlash9=76,14 -DamageFireOffset0=-28,18 -DamageFireOffset1=62,4 -DamageFireOffset2=-2,-26 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 - -;Washington Civ Building -[CAWASH10] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -MuzzleFlash0=-14,-23 -MuzzleFlash1=10,-18 -MuzzleFlash2=-55,69 -MuzzleFlash3=-32,79 -MuzzleFlash4=45,74 -MuzzleFlash5=0,-15 -MuzzleFlash6=-9,-16 -MuzzleFlash7=66,64 -MuzzleFlash8=16,-22 -MuzzleFlash9=-65,63 -DamageFireOffset0=36,17 -DamageFireOffset1=58,-6 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 - -;Washington Civ Building -[CAWASH13] -Foundation=3x4 -NewTheater=yes -DemandLoad=true -Height=4 -;Palette=City -MuzzleFlash0=13,35 -MuzzleFlash1=-42,5 -MuzzleFlash2=44,50 -MuzzleFlash3=60,13 -MuzzleFlash4=44,33 -MuzzleFlash5=68,29 -MuzzleFlash6=-48,3 -MuzzleFlash7=-42,25 -MuzzleFlash8=0,28 -MuzzleFlash9=29,49 -DamageFireOffset0=13,-12 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -RemoveOccupy1=-2,1 - -[CAWASH14] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=3 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -CanBeHidden=false - -; CAWSH14 destroy animation -[CAWA14DM] -Layer=ground -NewTheater=yes -Rate=300 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[CAMIAM02] -Foundation=4x2 -NewTheater=yes -DemandLoad=true -;Palette=City -Height=12 -MuzzleFlash0=-6,-58 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=20,-8 -MuzzleFlash2=-46,-16 -MuzzleFlash3=52,-48 -MuzzleFlash4=70,8 -MuzzleFlash5=86,-78 -MuzzleFlash6=68,20 -MuzzleFlash7=86,-28 -MuzzleFlash8=-48,-54 -MuzzleFlash9=-34,4 -DamageFireOffset0=44,-52 -DamageFireOffset1=-2,46 -CanHideThings=true -CanBeHidden=false -OccupyHeight=7 -RemoveOccupy1=-5,-5 -RemoveOccupy2=-5,-6 -RemoveOccupy3=-5,-4 - -[CAPRS03] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=3 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=11,89 -MuzzleFlash1=104,97 -MuzzleFlash2=-103,39 -MuzzleFlash3=-58,71 -MuzzleFlash4=138,73 -MuzzleFlash5=64,130 -MuzzleFlash6=73,126 -MuzzleFlash7=114,105 -MuzzleFlash8=-66,52 -MuzzleFlash9=-83,50 -DamageFireOffset0=-38,23 -DamageFireOffset1=63,113 - -[CANWY05] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=17 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=46,2 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-70,-2 -MuzzleFlash2=74,12 -MuzzleFlash3=-40,44 -MuzzleFlash4=-12,18 -MuzzleFlash5=44,-18 -MuzzleFlash6=-66,-58 -MuzzleFlash7=74,-28 -MuzzleFlash8=18,68 -MuzzleFlash9=-10,-32 -CanBeHidden=False -OccupyHeight=10 -DamageFireOffset0=0,30 - -[CAEUR04] -Normalized=yes -Remapable=no -Foundation=4x3 -Height=3 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-19,6 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=54,4 -MuzzleFlash2=9,25 -MuzzleFlash3=-27,33 -MuzzleFlash4=28,51 -MuzzleFlash5=-20,8 -MuzzleFlash6=-29,31 -MuzzleFlash7=8,23 -MuzzleFlash8=54,6 -MuzzleFlash9=28,48 -DamageFireOffset0=-56,21 -OccupyHeight=3 -CanHideThings=True -CanBeHidden=False - -[CAUSFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=6 -NewTheater=no -ActiveAnim=CAUSFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true - -;Guard house -[CAGARD01] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=4 -NewTheater=no -ActiveAnim=CAGRD1_A -ActiveAnimZAdjust=-100 -DemandLoad=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-1,-4 - -; US Flag Idle animations -[CAUSFGL_A] -Image=CAUSFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -; Guard Shack Idle animations -[CAGRD1_A] -Layer=ground -NewTheater=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -;Rate=150 -Rate=220 -DemandLoad=true -Shadow=yes - -[CAFARM01] -Foundation=2x2 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=2,32 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=18,24 -MuzzleFlash2=33,17 -MuzzleFlash3=-22,13 -MuzzleFlash4=-26,34 -MuzzleFlash5=-18,36 -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=20,9 - -[CAFARM02] ;Silo -Foundation=1x1 -Height=5 -NewTheater=yes -DemandLoad=true -;Palette=City -CanBeHidden=False -DamageFireOffset0=0,19 -OccupyHeight=4 - -[CAFRMA] -Foundation=2x2 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-40,0 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=42,26 -MuzzleFlash2=-33,24 -MuzzleFlash3=-16,31 -MuzzleFlash4=-11,2 -MuzzleFlash5=-47,15 -MuzzleFlash6=12,27 -MuzzleFlash7=-19,6 -MuzzleFlash8=-1,34 -MuzzleFlash9=-8,0 -OccupyHeight=3 -CanBeHidden=False -DamageFireOffset0=-28,28 -AddOccupy1=-1,1 - -[CAFRMB] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=1,1 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=4,4 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -OccupyHeight=2 -CanBeHidden=False -DamageFireOffset0=1,1 - -;Washington Army Tent -[CAARMY01] -Foundation=3x2 -NewTheater=yes -DemandLoad=true -;;Palette=city -MuzzleFlash0=46,46 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=15,49 -MuzzleFlash2=-20,30 -MuzzleFlash3=39,50 -MuzzleFlash4=0,44 -MuzzleFlash5=60,42 -MuzzleFlash6=-13,38 -MuzzleFlash7=25,56 -MuzzleFlash8=54,46 -MuzzleFlash9=-6,43 -CanBeHidden=False - -;Washington Army Tent -[CAARMY02] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;;Palette=city -MuzzleFlash0=10,16 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,13 -MuzzleFlash2=-15,7 -MuzzleFlash3=18,13 -MuzzleFlash4=-11,11 -MuzzleFlash5=-16,4 -MuzzleFlash6=14,15 -MuzzleFlash7=2,16 -MuzzleFlash8=-9,12 -MuzzleFlash9=22,10 -CanBeHidden=False - -;Washington Army Tent -[CAARMY03] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;;Palette=city -MuzzleFlash0=10,16 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,13 -MuzzleFlash2=-15,7 -MuzzleFlash3=18,13 -MuzzleFlash4=-11,11 -MuzzleFlash5=-16,4 -MuzzleFlash6=14,15 -MuzzleFlash7=2,16 -MuzzleFlash8=-9,12 -MuzzleFlash9=22,10 -CanBeHidden=False -DamageFireOffset0=0,9 - -;Washington Army Tent -[CAARMY04] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;;Palette=city -MuzzleFlash0=7,13 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-5,18 -MuzzleFlash2=18,6 -MuzzleFlash3=-16,14 -MuzzleFlash4=12,9 -MuzzleFlash5=0,17 -MuzzleFlash6=-11,17 -MuzzleFlash7=4,15 -MuzzleFlash8=15,7 -MuzzleFlash9=-8,18 -CanBeHidden=False -DamageFireOffset0=0,12 - -[CAKRMW] -Cameo=SBAGICON -Foundation=1x1 -ToOverlay=CAKRMW -DamageLevels=2 -NewTheater=yes -DemandLoad=true - -[CARUFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CARUFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -[CAFRFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CAFRFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -[CAIRFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CAIRFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -[CAPOFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CAPOFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -; PO Flag Idle animations -[CAPOFGL_A] -Image=CAPOFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -[CACUFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CACUFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -[CASKFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CASKFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -[CALBFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CALBFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -[CAGEFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CAGEFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -[CAUKFGL] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -NewTheater=no -ActiveAnim=CAUKFGL_A -ActiveAnimZAdjust=-100 -DemandLoad=true -OccupyHeight=2 - -; GE Flag Idle animations -[CAGEFGL_A] -Image=CAGEFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -; UK Flag Idle animations -[CAUKFGL_A] -Image=CAUKFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -; RU Flag Idle animations -[CARUFGL_A] -Image=CARUFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -; FR Flag Idle animations -[CAFRFGL_A] -Image=CAFRFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -; IR Flag Idle animations -[CAIRFGL_A] -Image=CAIRFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - - ; CU Flag Idle animations -[CACUFGL_A] -Image=CACUFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -; SK Flag Idle animations -[CASKFGL_A] -Image=CASKFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -; LB Flag Idle animations -[CALBFGL_A] -Image=CALBFGL_A -Layer=ground -NewTheater=yes -LoopEnd=15 -LoopCount=-1 -;Rate=150 -Rate=250 -DemandLoad=true -Shadow=yes - -; Arizona Memorial -[CAMIAM08] -Foundation=3x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -DamageFireOffset0=62,40 -CanHideThings=true -CanBeHidden=false - -[CALIT01E] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT01N] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT01S] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT01W] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT03S] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT03W] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT03E] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT03N] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT02R] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CALIT02L] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -;American House 01 -[CAHSE01] -Foundation=3x2 -NewTheater=yes -DemandLoad=true -Height=4 -;Palette=City -MuzzleFlash0=-30,26 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=40,34 -MuzzleFlash2=24,-4 -MuzzleFlash3=-4,30 -MuzzleFlash4=10,45 -DamageFireOffset0=-2,-10 -DamageFireOffset1=30,30 -CanHideThings=true -CanBeHidden=false -OccupyHeight=2 -AddOccupy1=0,-1 -AddOccupy2=-1,-1 -AddOccupy3=-1,0 - -;Water Tower -[CAWT01] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -Height=5 -;Palette=City -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=9,-34 - -;Twin Silos -[CATS01] -Foundation=2x2 -NewTheater=yes -DemandLoad=true -Height=3 -CanHideThings=true -OccupyHeight=3 -;RemoveOccupy1=-1,0 -;RemoveOccupy2=-1,-1 -;RemoveOccupy3=0,-1 -CanBeHidden=False -DamageFireOffset0=30,19 -;Palette=City - -;Barn 02 -[CABARN02] -Foundation=2x2 -NewTheater=yes -DemandLoad=true -Height=3 -;Palette=City -MuzzleFlash0=-28,8 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-40,24 -MuzzleFlash2=32,20 -MuzzleFlash3=12,32 -MuzzleFlash4=-18,34 -DamageFireOffset0=16,-2 - -;Washington Civ Building -[CAWA2A] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-12,79 -MuzzleFlash1=11,85 -MuzzleFlash2=11,96 -MuzzleFlash3=-12,90 -MuzzleFlash4=-5,77 -MuzzleFlash5=18,82 -MuzzleFlash6=2,75 -MuzzleFlash7=3,86 -MuzzleFlash8=-4,88 -MuzzleFlash9=18,94 -DamageFireOffset0=-103,52 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -RemoveOccupy1=0,-1 -RemoveOccupy2=1,-1 -RemoveOccupy3=2,-1 -RemoveOccupy4=3,-1 - -;Washington Civ Building -[CAWA2B] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-23,65 -MuzzleFlash1=7,47 -MuzzleFlash2=-64,40 -MuzzleFlash3=-45,72 -MuzzleFlash4=99,23 -MuzzleFlash5=66,59 -MuzzleFlash6=27,68 -MuzzleFlash7=-16,75 -MuzzleFlash8=-102,34 -MuzzleFlash9=-64,52 -DamageFireOffset0=-35,58 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -RemoveOccupy1=3,0 -RemoveOccupy2=3,1 -RemoveOccupy3=3,2 -RemoveOccupy4=3,3 -RemoveOccupy5=2,3 -RemoveOccupy6=1,3 -RemoveOccupy7=0,3 - -;Washington Civ Building -[CAWA2C] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-46,59 -MuzzleFlash1=-21,60 -MuzzleFlash2=-22,83 -MuzzleFlash3=-39,74 -MuzzleFlash4=0,86 -MuzzleFlash5=-11,92 -MuzzleFlash6=6,102 -MuzzleFlash7=-34,65 -MuzzleFlash8=-27,80 -MuzzleFlash9=-5,90 -DamageFireOffset0=35,8 -DamageFireOffset1=32,86 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -RemoveOccupy1=-1,0 -RemoveOccupy2=-1,1 -RemoveOccupy3=-1,2 -RemoveOccupy4=-1,3 -RemoveOccupy5=0,3 - -;Washington Civ Building -[CAWA2D] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-21,76 -MuzzleFlash1=-4,86 -MuzzleFlash2=12,76 -MuzzleFlash3=12,87 -MuzzleFlash4=-19,96 -MuzzleFlash5=-22,102 -MuzzleFlash6=-13,85 -MuzzleFlash7=-21,88 -MuzzleFlash8=4,87 -MuzzleFlash9=-86,40 -DamageFireOffset0=39,51 -DamageFireOffset1=74,68 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -RemoveOccupy1=-1,-1 - -[CAMEX01] -Normalized=yes -Remapable=no -Foundation=3x2 -Height=9 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -;MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -;MuzzleFlash1=10,10 -;MuzzleFlash2=0,5 -;MuzzleFlash3=20,-10 -;MuzzleFlash4=-10,5 -;MuzzleFlash5=0,20 -;MuzzleFlash6=10,15 -;MuzzleFlash7=-20,30 -;MuzzleFlash8=5,35 -;MuzzleFlash9=35,-5 -;PrimaryFirePixelOffset=-6,-60 -PrimaryFirePixelOffset=0,-80 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-10,16 -RemoveOccupy1=0,-2 -RemoveOccupy2=-2,-1 -RemoveOccupy3=-1,-2 -RemoveOccupy4=1,-1 -AddOccupy1=-3,-3 - - -;Russian Kremlin Tower Large -[CARUS02A] -Height=11 -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -OccupyHeight=6 - -;Russian Kremlin Tower Small -[CARUS02B] -Height=8 -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -OccupyHeight=5 - -;Russian Kremlin Wall North -[CARUS02C] -Height=1 -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -;Russian Kremlin Wall East -[CARUS02D] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -;Russian Kremlin Wall South -[CARUS02E] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -;Russian Kremlin Wall West -[CARUS02F] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CANEWY06] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=15 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-30,-53 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=64,7 -MuzzleFlash2=-21,-37 -MuzzleFlash3=-8,43 -MuzzleFlash4=-29,-94 -MuzzleFlash5=24,-72 -MuzzleFlash6=-70,20 -MuzzleFlash7=25,-142 -MuzzleFlash8=30,53 -MuzzleFlash9=-44,31 -CanBeHidden=False -OccupyHeight=9 -DamageFireOffset0=52,35 -;DamageFireOffset1=-6,-151 -AddOccupy1=2,-1 -AddOccupy2=1,-2 - -[CANEWY07] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=12 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-43,33 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=74,21 -MuzzleFlash2=-2,-26 -MuzzleFlash3=-1,43 -MuzzleFlash4=54,-31 -MuzzleFlash5=-55,-19 -MuzzleFlash6=-69,4 -MuzzleFlash7=34,-8 -MuzzleFlash8=39,21 -MuzzleFlash9=-29,-24 -CanBeHidden=False -OccupyHeight=6 -DamageFireOffset0=35,-10 -DamageFireOffset1=-54,6 -AddOccupy1=-4,-5 -AddOccupy2=-5,-5 -AddOccupy3=-6,-6 -AddOccupy4=-5,-4 -AddOccupy5=2,-1 -AddOccupy6=1,-2 - -[CANEWY08] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=12 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=33,-23 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=6,43 -MuzzleFlash2=-59,12 -MuzzleFlash3=55,14 -MuzzleFlash4=-21,-36 -MuzzleFlash5=25,42 -MuzzleFlash6=-24,-8 -MuzzleFlash7=31,43 -MuzzleFlash8=0,28 -MuzzleFlash9=24,-2 -OccupyHeight=8 -CanBeHidden=False -DamageFireOffset0=58,21 -DamageFireOffset1=-37,-33 -AddOccupy1=2,-1 -AddOccupy2=1,-2 -AddOccupy3=-1,2 -AddOccupy4=-2,1 -RemoveOccupy1=-4,-6 -RemoveOccupy2=-6,-4 - -[CAPARS02] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=12 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-43,64 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-58,-7 -MuzzleFlash2=78,14 -MuzzleFlash3=83,69 -MuzzleFlash4=-59,17 -MuzzleFlash5=-19,63 -MuzzleFlash6=33,60 -MuzzleFlash7=-28,-40 -MuzzleFlash8=-6,55 -MuzzleFlash9=-58,-44 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-49,20 -DamageFireOffset1=20,13 -RemoveOccupy1=4,-1 -RemoveOccupy2=3,-2 -RemoveOccupy3=2,-2 -RemoveOccupy4=-1,-2 -AddOccupy1=-3,-2 -AddOccupy2=-3,-1 -AddOccupy3=-3,0 -AddOccupy4=-4,-2 -AddOccupy5=-4,-3 - -[CAPARS08] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=10 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=67,71 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-95,38 -MuzzleFlash2=-27,-40 -MuzzleFlash3=106,26 -MuzzleFlash4=-25,32 -MuzzleFlash5=-46,-41 -MuzzleFlash6=-70,36 -MuzzleFlash7=-15,80 -MuzzleFlash8=104,60 -MuzzleFlash9=27,-12 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=20,24 -DamageFireOffset1=-56,7 -AddOccupy1=-3,-2 -AddOccupy2=-3,-1 -AddOccupy3=-3,0 -AddOccupy4=-1,3 -AddOccupy5=-4,-3 -RemoveOccupy1=4,-1 -RemoveOccupy2=3,-2 -RemoveOccupy3=0,-20 - -[CAPARS09] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-96,36 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=72,100 -MuzzleFlash2=127,28 -MuzzleFlash3=-21,74 -MuzzleFlash4=145,76 -MuzzleFlash5=-19,-45 -MuzzleFlash6=-6,-7 -MuzzleFlash7=-55,43 -MuzzleFlash8=115,91 -MuzzleFlash9=53,124 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-65,30 -DamageFireOffset1=75,98 - -[CARUS03] -Normalized=yes -Remapable=no -Foundation=2x5 -Height=9 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CARUS03A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-5,15 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-44,-15 -MuzzleFlash2=-115,50 -MuzzleFlash3=-72,36 -MuzzleFlash4=-66,-41 -MuzzleFlash5=-109,25 -MuzzleFlash6=-29,-14 -MuzzleFlash7=-56,40 -MuzzleFlash8=-16,-26 -MuzzleFlash9=-131,31 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-60,55 -DamageFireOffset1=15,-11 -AddOccupy1=-1,4 -AddOccupy2=-2,3 -AddOccupy3=-4,-2 -RemoveOccupy1=-2,-3 -RemoveOccupy2=-3,-3 - -[CANEWY10] -Foundation=3x2 -Height=14 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-24,-70 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-24,-114 -MuzzleFlash2=44,-88 -MuzzleFlash3=64,-40 -MuzzleFlash4=44,-6 -MuzzleFlash5=12,-28 -MuzzleFlash6=-24,-34 -MuzzleFlash7=64,-28 -MuzzleFlash8=12,-76 -MuzzleFlash9=44,-68 -DamageFireOffset0=-36,-88 -DamageFireOffset1=-12,-142 -DamageFireOffset2=64,-98 -CanHideThings=true -CanBeHidden=false -OccupyHeight=7 -AddOccupy1=-4,-6 -AddOccupy2=-5,-6 -AddOccupy3=-6,-6 -AddOccupy4=-6,-5 - -;New York Civ Building -[CANEWY11] -Foundation=3x2 -Height=10 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-32,-70 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,-26 -MuzzleFlash2=-32,-36 -MuzzleFlash3=18,-44 -MuzzleFlash4=44,-40 -MuzzleFlash5=64,-16 -MuzzleFlash6=44,-6 -MuzzleFlash7=-18,20 -MuzzleFlash8=64,-50 -MuzzleFlash9=64,34 -DamageFireOffset0=24,-42 -DamageFireOffset1=-34,-48 -CanHideThings=true -CanBeHidden=false -OccupyHeight=5 -AddOccupy1=-2,-4 -AddOccupy2=-3,-4 -AddOccupy3=-4,-4 -AddOccupy4=-4,-3 - -;New York Civ Building -[CANEWY12] -Foundation=2x3 -Height=10 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-66,-48 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-48,6 -MuzzleFlash2=-14,-28 -MuzzleFlash3=22,-32 -MuzzleFlash4=-14,22 -MuzzleFlash5=-46,18 -MuzzleFlash6=30,-68 -MuzzleFlash7=-48,18 -MuzzleFlash8=-20,-44 -MuzzleFlash9=-14,-26 -DamageFireOffset0=28,-72 -DamageFireOffset1=-38,-4 -CanHideThings=true -CanBeHidden=false -OccupyHeight=5 -AddOccupy1=-3,-4 -AddOccupy2=-4,-4 -AddOccupy3=-4,-3 - -;New York Civ Building -[CANEWY13] -Foundation=3x3 -Height=13 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=56,-70 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-12,-22 -MuzzleFlash2=-58,-18 -MuzzleFlash3=-12,-74 -MuzzleFlash4=-14,28 -MuzzleFlash5=56,-6 -MuzzleFlash6=56,-108 -MuzzleFlash7=-14,16 -MuzzleFlash8=12,30 -MuzzleFlash9=-56,8 -DamageFireOffset0=55,-94 -DamageFireOffset1=-44,-44 -CanHideThings=true -CanBeHidden=false -OccupyHeight=8 -RemoveOccupy1=-4,-6 -RemoveOccupy2=-5,-6 -RemoveOccupy3=-6,-4 -RemoveOccupy4=-6,-5 -RemoveOccupy5=-6,-6 - -;New York Civ Building -[CANEWY14] -Foundation=3x3 -Height=13 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=56,-70 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-12,-22 -MuzzleFlash2=-58,-18 -MuzzleFlash3=-12,-74 -MuzzleFlash4=-14,28 -MuzzleFlash5=56,-6 -MuzzleFlash6=56,-108 -MuzzleFlash7=-14,16 -MuzzleFlash8=12,30 -MuzzleFlash9=-56,8 -DamageFireOffset0=46,-92 -DamageFireOffset1=-44,-44 -CanHideThings=true -CanBeHidden=false -OccupyHeight=8 -RemoveOccupy1=-4,-6 -RemoveOccupy2=-5,-6 -RemoveOccupy3=-6,-4 -RemoveOccupy4=-6,-5 -RemoveOccupy5=-6,-6 - -;New York Civ Building -[CANEWY15] -Foundation=3x3 -Height=10 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-60,-32 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-14,-34 -MuzzleFlash2=56,-30 -MuzzleFlash3=40,16 -MuzzleFlash4=-18,28 -MuzzleFlash5=-58,-4 -MuzzleFlash6=10,30 -MuzzleFlash7=32,-6 -MuzzleFlash8=54,22 -MuzzleFlash9=-16,-18 -DamageFireOffset0=-32,-92 -DamageFireOffset1=-48,-45 -CanHideThings=true -CanBeHidden=false -OccupyHeight=6 - -;New York Civ Building -[CANEWY16] -Foundation=2x2 -Height=14 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-30,-94 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-32,-60 -MuzzleFlash2=14,-42 -MuzzleFlash3=38,-18 -MuzzleFlash4=40,-124 -MuzzleFlash5=40,-66 -MuzzleFlash6=-44,-42 -MuzzleFlash7=-30,0 -MuzzleFlash8=14,-112 -MuzzleFlash9=38,-66 -DamageFireOffset0=16,-166 -DamageFireOffset1=-26,-66 -DamageFireOffset2=20,-42 -CanHideThings=true -CanBeHidden=false -OccupyHeight=9 -RemoveOccupy1=-6,-7 -RemoveOccupy2=-7,-6 -RemoveOccupy3=-7,-7 - -;New York Civ Building -[CANEWY17] -Foundation=2x2 -Height=7 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-44,-8 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=30,-2 -MuzzleFlash2=14,34 -MuzzleFlash3=-32,-14 -MuzzleFlash4=28,-2 -MuzzleFlash5=-20,34 -MuzzleFlash6=26,30 -MuzzleFlash7=32,-2 -MuzzleFlash8=44,8 -MuzzleFlash9=-18,34 -DamageFireOffset0=36,-52 -DamageFireOffset1=-24,-4 -CanHideThings=true -CanBeHidden=false -OccupyHeight=6 -RemoveOccupy1=-3,-4 -RemoveOccupy2=-4,-3 -RemoveOccupy3=-4,-4 - -;New York Civ Building -[CANEWY18] -Foundation=2x2 -Height=8 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-30,-14 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=28,-4 -MuzzleFlash2=42,-44 -MuzzleFlash3=-42,-8 -MuzzleFlash4=30,-2 -MuzzleFlash5=-42,-10 -MuzzleFlash6=30,-4 -MuzzleFlash7=-28,-38 -MuzzleFlash8=-42,-22 -MuzzleFlash9=42,-8 -DamageFireOffset0=25,-43 -CanHideThings=true -CanBeHidden=false -OccupyHeight=6 -RemoveOccupy1=-3,-4 -RemoveOccupy2=-4,-3 -RemoveOccupy3=-4,-4 - -;Drive In Movie Theatre Screen -[CAMOV01] -Foundation=1x4 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -ActiveAnim=CAMOV01_A -ActiveAnimDamaged=CAMOV01_AD -ActiveAnimZAdjust=-60 -ActiveAnimYSort=724 -;ActiveAnimPowered=yes -DamageFireOffset0=-85,-2 -DamageFireOffset1=-4,-56 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -AddOccupy1=-2,0 -AddOccupy2=-2,1 -AddOccupy3=-2,-1 -AddOccupy4=-2,-2 - -[CAMOV01_A] -;Image=CAMOV01_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=30 -LoopCount=-1 -Rate=220 -Layer=ground -Shadow=yes -DemandLoad=true - -[CAMOV01_AD] -Image=CAMOV01_A -;NewTheater=yes -Normalized=yes -Start=31 -LoopStart=31 -LoopEnd=61 -LoopCount=-1 -Rate=200 -Layer=ground -Shadow=yes -DemandLoad=true - -;Drive In Movie Concession Stand -[CAMOV02] -Foundation=2x2 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=14,41 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-17,35 -MuzzleFlash2=-3,40 -MuzzleFlash3=-33,25 -MuzzleFlash4=25,36 -ActiveAnim=CAMOV02_A -ActiveAnimDamaged=CAMOV02_AD -ActiveAnimZAdjust=-200 -ActiveAnimYSort=362 -;ActiveAnimPowered=yes -DamageFireOffset0=23,18 -DamageFireOffset1=-29,14 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 - -[CAMOV02_A] -;Image=CAMOV02_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=2 -LoopCount=-1 -Rate=100 -Layer=ground -Shadow=yes -DemandLoad=true - -[CAMOV02_AD] -Image=CAMOV02_A -;NewTheater=yes -Normalized=yes -Start=2 -LoopStart=2 -LoopEnd=4 -LoopCount=-1 -Rate=100 -Layer=ground -Shadow=yes -DemandLoad=true - -;Paris Civ Building -[CAPARS04] -Foundation=3x3 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-64,28 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-48,18 -MuzzleFlash2=-8,14 -MuzzleFlash3=-68,-16 -MuzzleFlash4=-42,-4 -MuzzleFlash5=24,24 -MuzzleFlash6=48,46 -MuzzleFlash7=-72,38 -MuzzleFlash8=-14,68 -MuzzleFlash9=4,68 -DamageFireOffset0=-24,-20 -DamageFireOffset1=24,22 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -AddOccupy1=-2,0 -AddOccupy2=-2,-1 -AddOccupy3=-1,-2 -AddOccupy4=0,-2 - -;Paris Civ Building -[CAPARS05] -Foundation=3x3 -Height=7 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-64,28 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-48,18 -MuzzleFlash2=-8,14 -MuzzleFlash3=-68,-16 -MuzzleFlash4=-42,-4 -MuzzleFlash5=24,24 -MuzzleFlash6=48,46 -MuzzleFlash7=-72,38 -MuzzleFlash8=-14,68 -MuzzleFlash9=4,68 -DamageFireOffset0=-24,-20 -DamageFireOffset1=54,-12 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -AddOccupy1=-2,0 -AddOccupy2=-2,-1 -AddOccupy3=-1,-2 -AddOccupy4=0,-2 - -;Paris Civ Building -[CAPARS06] -Foundation=3x3 -Height=5 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-16,2 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-30,24 -MuzzleFlash2=64,-16 -MuzzleFlash3=30,0 -MuzzleFlash4=-8,66 -MuzzleFlash5=18,30 -MuzzleFlash6=68,38 -MuzzleFlash7=60,28 -MuzzleFlash8=42,18 -MuzzleFlash9=18,48 -DamageFireOffset0=30,-24 -DamageFireOffset1=40,50 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -AddOccupy1=-2,0 -AddOccupy2=-2,-1 -AddOccupy3=-1,-2 -AddOccupy4=0,-2 - -;Paris Civ Building -[CAPARS07] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanBeHidden=false - -[CAWASH15] -Normalized=yes -Remapable=no -Foundation=3x4 -Height=4 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -CanBeHidden=false - -; CAWASH15 destroy animation -[CAWA15DM] -Layer=ground -NewTheater=yes -Rate=300 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[CAPARS10] -Normalized=yes -Remapable=no -Foundation=4x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CAPARS13] -Normalized=yes -Remapable=no -Foundation=3x4 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-78,-10 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=6,40 -MuzzleFlash2=-81,57 -MuzzleFlash3=43,-6 -MuzzleFlash4=-39,67 -MuzzleFlash5=-1,-21 -MuzzleFlash6=-45,17 -MuzzleFlash7=-96,3 -MuzzleFlash8=-8,32 -MuzzleFlash9=31,-36 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=23,36 -DamageFireOffset1=-90,4 -AddOccupy1=-1,3 -AddOccupy2=-2,2 -RemoveOccupy1=-1,-3 -RemoveOccupy2=-3,-3 - -[CAPARS14] -Normalized=yes -Remapable=no -Foundation=4x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -DamageFireOffset0=26,74 -DamageFireOffset1=5,-19 - -[CAGAS01] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=4 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=53,31 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-42,32 -MuzzleFlash2=-7,23 -MuzzleFlash3=27,33 -MuzzleFlash4=12,61 -MuzzleFlash5=6,22 -MuzzleFlash6=-53,38 -MuzzleFlash7=61,30 -MuzzleFlash8=-24,18 -MuzzleFlash9=41,44 -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-5,28 - -[CAPARS11] -Normalized=yes -Remapable=no -Foundation=3x4 -Height=10 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CARUS03A -;ActiveAnimZAdjust=-100 -DemandLoad=true -DamageFireOffset0=10,66 -DamageFireOffset1=-68,-38 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 -AddOccupy1=-3,-1 -AddOccupy2=-3,-2 -AddOccupy3=-2,-3 -RemoveOccupy1=-1,2 -RemoveOccupy2=-2,1 -RemoveOccupy3=1,-1 -RemoveOccupy4=0,-2 - -; CAPR11DM destroy animation -[CAPR11DM] -Image=CAPR11DM -NewTheater=yes -Rate=320 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[CAPARS12] -Normalized=yes -Remapable=no -Foundation=3x5 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CARUS03A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-76,53 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-10,38 -MuzzleFlash2=54,-24 -MuzzleFlash3=29,24 -MuzzleFlash4=-45,58 -MuzzleFlash5=4,15 -MuzzleFlash6=-72,72 -MuzzleFlash7=8,-38 -MuzzleFlash8=24,25 -MuzzleFlash9=-41,40 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=19,31 -damageFireOffset1=-43,25 -RemoveOccupy1=-2,0 -RemoveOccupy2=-2,1 -RemoveOccupy3=-2,2 -RemoveOccupy4=-2,-1 -RemoveOccupy5=-1,3 -RemoveOccupy6=-1,2 - -; CAPARS12D destroy animation -[CAPARS12D] -Image=CAPARS12D -NewTheater=yes -Rate=320 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -;Lighthouse -[CAFARM06] -Foundation=2x2 -Height=10 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-6,-98 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-8,-50 -MuzzleFlash2=-16,-4 -MuzzleFlash3=6,-98 -MuzzleFlash4=8,-22 -MuzzleFlash5=40,32 -MuzzleFlash6=-20,32 -DamageFireOffset0=8,-48 -DamageFireOffset1=22,0 -OccupyHeight=0 -AddOccupy1=-1,-1 -AddOccupy2=-2,-2 -AddOccupy3=-3,-3 -AddOccupy4=-4,-4 -CanBeHidden=false - -;Lifeguard Hut -[CAMIAM04] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=3,-3 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=6,-4 -MuzzleFlash2=-6,-1 -DamageFireOffset0=-5,0 -DamageFireOffset1=-17,15 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 - -;Psychic Beacon -[NAPSYB] -Remapable=yes -Normalized=yes -Height=8 -Cameo=PSYBICON -Foundation=2x2 -Buildup=NAPSYBMK -DemandLoadBuildup=true -FreeBuildup=true -ActiveAnim=NAPSYB_A -ActiveAnimDamaged=NAPSYB_AD -ActiveAnimZAdjust=-75 -ActiveAnimYSort=100 -CanBeHidden-False -OccupyHeight=3 -RemoveOccupy1=0,-1 -RemoveOccupy2=-1,0 -DamageFireOffset0=-12,34 - -[NAPSYB_A] -Image=NAPSYB_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=220 -Layer=ground -Shadow=yes -DemandLoad=true - -[NAPSYB_AD] -Image=NAPSYB_A -;NewTheater=yes -Normalized=yes -Start=15 -LoopStart=15 -LoopEnd=29 -LoopCount=-1 -Rate=220 -Layer=ground -Shadow=yes -DemandLoad=true - -;Psychic Amplifier -[NAPSYA] -Foundation=4x4 -Height=10 -NewTheater=yes -DemandLoad=true -;Palette=City -ActiveAnim=NAPSYA_A -ActiveAnimDamaged=NAPSYA_AD -ActiveAnimZAdjust=-60 -;ActiveAnimYSort=724 -ActiveAnimPowered=yes -DamageFireOffset0=-20,44 -DamageFireOffset1=-74,64 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 -AddOccupy1=-1,-1 - -[NAPSYA_A] -;Image=NAPSYA_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=13 -LoopCount=-1 -Rate=220 -Layer=ground -Shadow=yes -DemandLoad=true - -[NAPSYA_AD] -Image=NAPSYA_A -;NewTheater=yes -Normalized=yes -Start=14 -LoopStart=14 -LoopEnd=27 -LoopCount=-1 -Rate=200 -Layer=ground -Shadow=yes -DemandLoad=true - -[CAIND01] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-109,42 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=50,68 -MuzzleFlash2=18,-17 -MuzzleFlash3=-16,86 -MuzzleFlash4=-16,25 -MuzzleFlash5=33,11 -MuzzleFlash6=45,-42 -MuzzleFlash7=-62,64 -MuzzleFlash8=22,84 -MuzzleFlash9=4,38 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=11,-25 -DamageFireOffset1=-78,56 -AddOccupy1=-1,3 -RemoveOccupy1=0,-3 -RemoveOccupy2=-3,-1 -RemoveOccupy3=-3,0 -RemoveOccupy4=-2,0 -RemoveOccupy5=0,-3 - -[CACOLO01] -Normalized=yes -Remapable=no -Foundation=5x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=3,-1 -RemoveOccupy2=2,-2 -DamageFireOffset0=48,82 -AddOccupy1=-3,-2 - -[CANWY09] -Normalized=yes -Remapable=no -Foundation=2x3 -Height=15 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-3,-92 -MuzzleFlash1=-15,-61 -MuzzleFlash2=20,-2 -MuzzleFlash3=3,-161 -MuzzleFlash4=31,-73 -MuzzleFlash5=15,-37 -MuzzleFlash6=-19,41 -MuzzleFlash7=-37,-41 -MuzzleFlash8=-35,-145 -MuzzleFlash9=26,-168 -DamageFireOffset0=11,-64 -CanHideThings=true -CanBeHidden=false -OccupyHeight=8 -RemoveOccupy1=-6,-4 - -[CANWY22] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=7 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=7,21 -MuzzleFlash1=-1,52 -MuzzleFlash2=32,44 -MuzzleFlash3=-41,-19 -MuzzleFlash4=29,-7 -MuzzleFlash5=48,15 -MuzzleFlash6=-23,5 -MuzzleFlash7=-48,29 -MuzzleFlash8=-26,35 -MuzzleFlash9=-17,-23 -DamageFireOffset0=31,15 -DamageFireOffset1=-3,9 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 - -[CANWY23] -Normalized=yes -Remapable=no -Foundation=3x2 -Height=14 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-38,-17 -MuzzleFlash1=10,-18 -MuzzleFlash2=4,70 -MuzzleFlash3=-25,-150 -MuzzleFlash4=27,-99 -MuzzleFlash5=60,-44 -MuzzleFlash6=10,18 -MuzzleFlash7=71,17 -MuzzleFlash8=-5,-53 -MuzzleFlash9=51,-110 -DamageFireOffset0=38,-94 -DamageFireOffset1=-41,5 -CanHideThings=true -CanBeHidden=false -OccupyHeight=8 - -[CANWY24] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=11 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-57,-26 -MuzzleFlash1=-15,37 -MuzzleFlash2=28,36 -MuzzleFlash3=-10,-62 -MuzzleFlash4=-34,-73 -MuzzleFlash5=-11,-51 -MuzzleFlash6=32,-51 -MuzzleFlash7=38,-14 -MuzzleFlash8=12,-111 -MuzzleFlash9=41,-103 -DamageFireOffset0=53,4 -CanHideThings=true -CanBeHidden=false -OccupyHeight=6 - -[CANWY25] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=7 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=38,-9 -MuzzleFlash1=-11,-6 -MuzzleFlash2=-45,44 -MuzzleFlash3=-3,26 -MuzzleFlash4=-45,-29 -MuzzleFlash5=18,36 -MuzzleFlash6=61,-10 -MuzzleFlash7=61,32 -MuzzleFlash8=-43,-7 -MuzzleFlash9=-15,47 -DamageFireOffset0=57,36 -DamageFireOffset1=8,57 -CanHideThings=true -CanBeHidden=false -OccupyHeight=5 - -[CANWY26] -Normalized=yes -Remapable=no -Foundation=5x3 -Height=11 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=41,-50 -MuzzleFlash1=46,45 -MuzzleFlash2=67,13 -MuzzleFlash3=102,-42 -MuzzleFlash4=41,66 -MuzzleFlash5=-6,10 -MuzzleFlash6=-42,-85 -MuzzleFlash7=-34,2 -MuzzleFlash8=-31,55 -MuzzleFlash9=20,0 -DamageFireOffset0=100,-53 -DamageFireOffset0-37,33 -CanHideThings=true -CanBeHidden=false -OccupyHeight=7 - -[CATEXS03] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=10 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-36,-1 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=77,-21 -MuzzleFlash2=42,-4 -MuzzleFlash3=37,45 -MuzzleFlash4=-77,-53 -MuzzleFlash5=72,-68 -MuzzleFlash6=-7,46 -MuzzleFlash7=30,-59 -MuzzleFlash8=-29,49 -MuzzleFlash9=-78,-4 -OccupyHeight=7 -CanBeHidden=False -DamageFireOffset0=-12,-23 -DamageFireOffset1=46,13 -AddOccupy1=2,-1 -AddOccupy2=1,-2 -AddOccupy3=0,-3 -AddOccupy4=-1,-4 -AddOccupy5=-1,2 -AddOccupy6=-2,1 -AddOccupy7=-3,0 -AddOccupy8=-4,-1 -RemoveOccupy1=-5,-4 -RemoveOccupy2=-5,-5 - -[CATEXS04] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=11 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-8,46 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=68,29 -MuzzleFlash2=11,-38 -MuzzleFlash3=-76,-19 -MuzzleFlash4=77,-37 -MuzzleFlash5=17,24 -MuzzleFlash6=-48,39 -MuzzleFlash7=-9,-37 -MuzzleFlash8=-41,-53 -MuzzleFlash9=37,-34 -OccupyHeight=7 -CanBeHidden=False -DamageFireOffset0=27,-25 -DamageFireOffset1=-21,6 -AddOccupy1=2,-1 -AddOccupy2=1,-2 -AddOccupy3=0,-3 -AddOccupy4=-1,-4 -AddOccupy5=-1,2 -AddOccupy6=-2,1 -AddOccupy7=-3,0 -AddOccupy8=-4,-1 -RemoveOccupy1=-3,-5 -RemoveOccupy2=-5,-5 -RemoveOccupy3=-4,-5 - -[CATEXS05] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=10 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-19,-9 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=75,11 -MuzzleFlash2=-38,45 -MuzzleFlash3=-19,-43 -MuzzleFlash4=-65,7 -MuzzleFlash5=36,45 -MuzzleFlash6=46,-20 -MuzzleFlash7=-39,-55 -MuzzleFlash8=38,-91 -MuzzleFlash9=-18,-82 -OccupyHeight=7 -CanBeHidden=False -DamageFireOffset0=5,34 -DamageFireOffset1=68,-19 -AddOccupy1=2,-1 -AddOccupy2=1,-2 -AddOccupy3=0,-3 -AddOccupy4=-1,-4 -AddOccupy5=-1,2 -RemoveOccupy1=-3,-5 -RemoveOccupy2=-5,-5 -RemoveOccupy3=-5,-4 -RemoveOccupy4=-5,-3 -RemoveOccupy5=-4,-2 - -;Russian Kremlin Clock Tower -[CARUS02G] -Height=11 -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -OccupyHeight=7 - -[CACHIG04] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=13 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CARUS03A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-25,4 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=35,10 -MuzzleFlash2=38,-27 -MuzzleFlash3=4,24 -MuzzleFlash4=-36,-18 -MuzzleFlash5=-7,32 -MuzzleFlash6=14,-42 -MuzzleFlash7=-25,-49 -MuzzleFlash8=4,-30 -MuzzleFlash9=28,-4 -CanBeHidden=False -DamageFireOffset0=-26,8 -DamageFireOffset1=32,-26 -OccupyHeight=8 - -; CACHIG04D destroy animation -[CACHIG04D] -Image=CACHIG04D -NewTheater=yes -Rate=320 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[CAMIAM03] -Foundation=2x3 -Height=12 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-16,-36 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=20,-28 -MuzzleFlash2=-78,-6 -MuzzleFlash3=-60,-62 -MuzzleFlash4=32,-10 -MuzzleFlash5=44,-52 -MuzzleFlash6=44,-16 -MuzzleFlash7=-60,-24 -MuzzleFlash8=-78,18 -MuzzleFlash9=20,-92 -DamageFireOffset0=-32,-58 -DamageFireOffset1=32,-11 -CanHideThings=true -CanBeHidden=false -OccupyHeight=7 -RemoveOccupy1=-4,-5 -RemoveOccupy2=-5,-5 - -[CAMIAM01] -Foundation=4x2 -Height=12 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-44,-64 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-14,-64 -MuzzleFlash2=24,6 -MuzzleFlash3=74,-84 -MuzzleFlash4=36,-12 -MuzzleFlash5=38,-54 -MuzzleFlash6=10,12 -MuzzleFlash7=-30,-8 -MuzzleFlash8=36,-12 -MuzzleFlash9=24,18 -DamageFireOffset0=-42,-66 -DamageFireOffset1=86,-14 -CanHideThings=true -CanBeHidden=false -OccupyHeight=7 -RemoveOccupy1=-1,-4 -RemoveOccupy2=-2,-5 -AltPalette=yes ; use the unit palete - -;Russian 07 -[CARUS07] -Height=1 -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-2,-2 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=1,1 -MuzzleFlash2=0,2 -MuzzleFlash3=2,-1 -MuzzleFlash4=-1,3 -MuzzleFlash5=0,2 -MuzzleFlash6=1,2 -MuzzleFlash7=-2,3 -MuzzleFlash8=5,3 -MuzzleFlash9=3,-5 -OccupyHeight=2 -CanBeHidden=False -DamageFireOffset0=0,6 - -[CATEXS06] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=4 -NewTheater=yes -DemandLoad=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -AddOccupy=-1,2 -DamageFireOffset0=36,6 -DamageFireOffset1=-31,35 -DamageFireOffset2=-39,-9 -MuzzleFlash0=11,58 -MuzzleFlash1=-35,46 -MuzzleFlash2=40,13 -MuzzleFlash3=-69,20 -MuzzleFlash4=10,18 -MuzzleFlash5=-12,67 -MuzzleFlash6=40,53 -MuzzleFlash7=-64,41 -MuzzleFlash8=49,19 -MuzzleFlash9=-42,53 - -[CATEXS07] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=6 -NewTheater=yes -DemandLoad=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -AddOccupy1=-1,2 -AddOccupy2=2,-1 -DamageFireOffset0=1,27 -DamageFireOffset1=24,-17 -DamageFireOffset2=33,47 -MuzzleFlash0=45,26 -MuzzleFlash1=-45,35 -MuzzleFlash2=8,-3 -MuzzleFlash3=5,41 -MuzzleFlash4=64,34 -MuzzleFlash5=-32,-29 -MuzzleFlash6=-23,44 -MuzzleFlash7=-65,34 -MuzzleFlash8=23,-27 -MuzzleFlash9=-25,-17 - -[CATEXS08] -Normalized=yes -Remapable=no -Foundation=2x3 -Height=4 -NewTheater=yes -DemandLoad=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -AddOccupy1=-1,2 -DamageFireOffset0=19,10 -DamageFireOffset1=-68,5 -MuzzleFlash0=21,13 -MuzzleFlash1=-48,37 -MuzzleFlash2=-5,20 -MuzzleFlash3=-61,39 -MuzzleFlash4=0,39 -MuzzleFlash5=-68,19 -MuzzleFlash6=-13,37 -MuzzleFlash7=-54,10 -MuzzleFlash8=27,22 -MuzzleFlash9=-68,2 - -[CACHIG01] -Normalized=yes -Remapable=no -Foundation=3x2 -Height=9 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-4,-35 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-43,18 -MuzzleFlash2=17,48 -MuzzleFlash3=58,-36 -MuzzleFlash4=58,6 -MuzzleFlash5=19,-24 -MuzzleFlash6=11,-28 -MuzzleFlash7=-41,-51 -MuzzleFlash8=-24,-16 -MuzzleFlash9=58,-13 -DamageFireOffset0=-47,19 -DamageFireOffset1=70,-42 -OccupyHeight=6 -CanHideThings=True -CanBeHidden=False -AddOccupy1=-1,1 -AddOccupy2=-2,0 -AddOccupy3=-3,-1 -AddOccupy4=-4,-2 - -[CACHIG02] -Normalized=yes -Remapable=no -Foundation=2x3 -Height=9 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=1,8 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=39,21 -MuzzleFlash2=37,-49 -MuzzleFlash3=-61,-32 -MuzzleFlash4=1,-32 -MuzzleFlash5=44,-54 -MuzzleFlash6=37,-50 -MuzzleFlash7=-20,52 -MuzzleFlash8=-60,-9 -MuzzleFlash9=-61,9 -DamageFireOffset0=-33,53 -OccupyHeight=6 -CanHideThings=True -CanBeHidden=False -AddOccupy1=1,-1 -AddOccupy2=0,-2 -AddOccupy3=-1,-3 -AddOccupy4=-2,-4 - -[CACHIG03] -Normalized=yes -Remapable=no -Foundation=3x2 -Height=12 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-27,-76 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=11,-58 -MuzzleFlash2=42,0 -MuzzleFlash3=66,-68 -MuzzleFlash4=42,-57 -MuzzleFlash5=41,1 -MuzzleFlash6=28,32 -MuzzleFlash7=-40,-12 -MuzzleFlash8=-40,-83 -MuzzleFlash9=-27,-20 -DamageFireOffset0=57,-13 -OccupyHeight=7 -CanHideThings=True -CanBeHidden=False - -[CAWASH16] -Normalized=yes -Remapable=no -Foundation=5x3 -Height=5 -NewTheater=yes -DemandLoad=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -RemoveOccupy1=3,-1 -RemoveOccupy2=2,-1 -RemoveOccupy3=-1,-1 -AddOccupy1=0,-2 -AddOccupy2=2,-1 -DamageFireOffset0=-27,4 -DamageFireOffset1=22,53 -DamageFireOffset2=32,39 -MuzzleFlash0=-26,30 -MuzzleFlash1=49,-17 -MuzzleFlash2=44,44 -MuzzleFlash3=71,86 -MuzzleFlash4=106,78 -MuzzleFlash5=11,58 -MuzzleFlash6=-18,8 -MuzzleFlash7=64,12 -MuzzleFlash8=89,89 -MuzzleFlash9=-14,61 - -[CAWASH17] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=4 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-4,50 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-58,30 -MuzzleFlash2=-38,62 -MuzzleFlash3=40,78 -MuzzleFlash4=54,108 -MuzzleFlash5=96,102 -MuzzleFlash6=76,102 -MuzzleFlash7=118,114 -MuzzleFlash8=144,100 -MuzzleFlash9=40,78 -DamageFireOffset0=26,14 -DamageFireOffset1=86,18 -DamageFireOffset2=12,74 -OccupyHeight=0 -CanHideThings=true -CanBeHidden=false -AddOccupy1=-1,0 -AddOccupy2=-1,1 -AddOccupy3=0,-1 -AddOccupy4=1,-1 -AddOccupy5=2,-1 -AddOccupy6=3,-1 - -[CACHIG05] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=22 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CARUS03A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=46,2 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-70,-2 -MuzzleFlash2=74,12 -MuzzleFlash3=-40,44 -MuzzleFlash4=-12,18 -MuzzleFlash5=44,-82 -MuzzleFlash6=-66,-58 -MuzzleFlash7=74,-28 -MuzzleFlash8=18,68 -MuzzleFlash9=-10,-32 -AddOccupy1=-7,-9 -AddOccupy2=-8,-9 -AddOccupy3=-9,-7 -AddOccupy4=-9,-8 -RemoveOccupy1=-4,-7 -RemoveOccupy2=-5,-8 -RemoveOccupy3=-7,-4 -RemoveOccupy4=-8,-5 -CanBeHidden=False -DamageFireOffset0=32,60 -DamageFireOffset1=54,-10 -DamageFireOffset2=-30,-4 -OccupyHeight=10 - -; CACHIG05D destroy animation -;[CACHIG05D] -;Image=CACHIG05D -;NewTheater=yes -;Rate=320 -;DemandLoad=true -;Shadow=yes -;AltPalette=yes ; use the unit palete - -[CACHIG06] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=15 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -CanBeHidden=false - -; CACHIG06 destroy animation -[CACH06DM] -Layer=ground -NewTheater=yes -Rate=300 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[CAWASH19] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=6 -NewTheater=yes -ActiveAnim=CAWA19_A -ActiveAnimDamaged=CAWA19_AD -ActiveAnimGarrisoned=CAWA19_AG -ActiveAnimZAdjust=-100 -ActiveAnimYSort=724 -DemandLoad=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=-35,58 -DamageFireOffset1=1,40 - -[CAWA19_A] -Layer=ground -NewTheater=yes -LoopStart=1 -LoopEnd=16 -LoopCount=-1 -;Rate=150 -Rate=220 -DemandLoad=true -Shadow=yes - -[CAWA19_AD] -Image=CAWA19_A -Layer=ground -NewTheater=yes -Start=17 -LoopStart=17 -LoopEnd=32 -LoopCount=-1 -;Rate=150 -Rate=220 -DemandLoad=true -Shadow=yes - -[CAWA19_AG] -Image=CAWA19_A -Layer=ground -NewTheater=yes -Start=33 -LoopStart=33 -LoopEnd=48 -LoopCount=-1 -;Rate=150 -Rate=220 -DemandLoad=true -Shadow=yes - -;Russian Gum Corner -[CARUS08] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -MuzzleFlash0=-7,-13 -MuzzleFlash1=11,0 -MuzzleFlash2=17,-3 -MuzzleFlash3=9,-38 -MuzzleFlash4=12,-36 -MuzzleFlash5=-19,20 -MuzzleFlash6=-12,-37 -MuzzleFlash7=-13,-16 -MuzzleFlash8=5,2 -MuzzleFlash9=-14,-40 -DamageFireOffset0=8,-18 -CanBeHidden=false - -;Russian Gum Middle -[CARUS09] -Foundation=2x1 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -MuzzleFlash0=-16,-55 -MuzzleFlash1=-13,-50 -MuzzleFlash2=24,1 -MuzzleFlash3=-12,-1 -MuzzleFlash4=-20,-20 -MuzzleFlash5=24,-35 -MuzzleFlash6=21,-32 -MuzzleFlash7=17,-2 -MuzzleFlash8=-19,-5 -MuzzleFlash9=-13,-17 -DamageFireOffset0=38,-12 -CanBeHidden=false - -;Russian Gum Wall N_S -[CARUS10] -Foundation=1x2 -NewTheater=yes -DemandLoad=true -Height=4 -;Palette=City -MuzzleFlash0=-33,18 -MuzzleFlash1=-6,5 -MuzzleFlash2=14,-20 -MuzzleFlash3=20,-23 -MuzzleFlash4=8,-17 -MuzzleFlash5=-32,1 -MuzzleFlash6=-12,8 -MuzzleFlash7=0,3 -MuzzleFlash8=-20,13 -MuzzleFlash9=-27,16 -CanBeHidden=false - -;Russian Gum Wall E_W -[CARUS11] -Foundation=2x1 -NewTheater=yes -DemandLoad=true -Height=4 -;Palette=City -MuzzleFlash0=-15,-5 -MuzzleFlash1=5,-10 -MuzzleFlash2=0,-13 -MuzzleFlash3=31,18 -MuzzleFlash4=19,12 -MuzzleFlash5=-21,-8 -MuzzleFlash6=10,-8 -MuzzleFlash7=25,14 -MuzzleFlash8=11,7 -MuzzleFlash9=-9,-3 -CanBeHidden=false - -[CANEWY20] -Foundation=3x5 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=1,-1 -AddOccupy2=0,-1 -AddOccupy3=-1,-1 -AddOccupy4=-1,0 -AddOccupy5=-1,1 -AddOccupy6=-1,2 -DamageFireOffset0=-93,62 -DamageFireOffset1=-12,57 -DamageFireOffset2=-47,9 -MuzzleFlash0=-47,59 -MuzzleFlash1=-100,45 -MuzzleFlash2=9,31 -MuzzleFlash3=-23,47 -MuzzleFlash4=-66,62 -MuzzleFlash5=-34,53 -MuzzleFlash6=-90,50 -MuzzleFlash7=29,20 -MuzzleFlash8=-13,42 -MuzzleFlash9=-75,56 - -[CANEWY21] -Foundation=5x3 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=2,-1 -AddOccupy2=1,-1 -AddOccupy3=0,-1 -AddOccupy4=-1,-1 -AddOccupy5=-1,0 -AddOccupy6=-1,1 -DamageFireOffset0=89,71 -DamageFireOffset1=26,55 -DamageFireOffset2=3,7 -MuzzleFlash0=-19,27 -MuzzleFlash1=13,43 -MuzzleFlash2=91,51 -MuzzleFlash3=46,60 -MuzzleFlash4=-7,33 -MuzzleFlash5=78,58 -MuzzleFlash6=36,54 -MuzzleFlash7=101,47 -MuzzleFlash8=2,38 -MuzzleFlash9=25,50 - -[CARUS04] -Foundation=4x4 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=58,55 -DamageFireOffset1=-10,79 -DamageFireOffset2=-65,42 -MuzzleFlash0=-44,34 -MuzzleFlash1=23,48 -MuzzleFlash2=-18,46 -MuzzleFlash3=53,33 -MuzzleFlash4=51,31 -MuzzleFlash5=83,19 -MuzzleFlash6=-14,49 -MuzzleFlash7=-78,17 - -[CARUS05] -Foundation=4x4 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-38,7 -DamageFireOffset1=60,44 -DamageFireOffset2=-13,94 -MuzzleFlash0=18,47 -MuzzleFlash1=-74,17 -MuzzleFlash2=-18,45 -MuzzleFlash3=78,18 -MuzzleFlash4=46,73 -MuzzleFlash5=-22,44 -MuzzleFlash6=-16,84 -MuzzleFlash7=22,46 - -[CARUS06] -Foundation=4x4 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-23,2 -DamageFireOffset1=-39,38 -DamageFireOffset2=59,45 -MuzzleFlash0=75,60 -MuzzleFlash1=-16,86 -MuzzleFlash2=47,76 -MuzzleFlash3=15,89 -MuzzleFlash4=-75,59 -MuzzleFlash5=-48,73 -MuzzleFlash6=47,64 -MuzzleFlash7=-10,76 - -[CABUNK01] -Foundation=2x2 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-28,12 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-29,10 -MuzzleFlash2=3,31 -MuzzleFlash3=2,31 -MuzzleFlash4=-18,24 -MuzzleFlash5=-20,25 -MuzzleFlash6=26,25 -MuzzleFlash7=24,25 -DamageFireOffset0=1,8 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 -AltPalette=yes ; use the unit palete - -[CABUNK02] -Foundation=2x2 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=27,12 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-23,22 -MuzzleFlash2=-2,30 -MuzzleFlash3=18,24 -MuzzleFlash4=26,13 -MuzzleFlash5=-21,21 -MuzzleFlash6=-1,29 -MuzzleFlash7=19,25 -DamageFireOffset0=-1,7 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 -AltPalette=yes ; use the unit palet - -[CABUNK03] -Foundation=2x2 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-31,23 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=16,31 -MuzzleFlash2=9,35 -MuzzleFlash3=-30,29 -MuzzleFlash4=23,18 -MuzzleFlash5=27,13 -MuzzleFlash6=26,9 -MuzzleFlash7=20,30 -DamageFireOffset0=32,24 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 -AltPalette=yes ; use the unit palete - -[CABUNK04] -Foundation=2x2 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-14,35 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-13,34 -MuzzleFlash2=-31,25 -MuzzleFlash3=-37,15 -MuzzleFlash4=-11,26 -MuzzleFlash5=-17,23 -MuzzleFlash6=-30,25 -MuzzleFlash7=-36,15 -DamageFireOffset0=2,-1 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 -AltPalette=yes ; use the unit palete - -[CAFNCP] -Cameo=SBAGICON -Foundation=1x1 -ToOverlay=CAFNCP -DamageLevels=2 -NewTheater=yes -DemandLoad=true - -;Hot Dog Stand -[CAMSC01] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False -DamageFireOffset0=-2,4 - -[CAMSC02] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAMSC03] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAMSC04] -Foundation=1x1 -Height=1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAMSC05] -Foundation=1x1 -Height=1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -;camp fire -[CAMSC06] -Foundation=1x1 -Height=1 -NewTheater=yes -DemandLoad=true -;Palette=City -ActiveAnim=CAMSC06A -ActiveAnimZAdjust=-16 -ActiveAnimYSort=181 -CanHideThings=False -CanBeHidden=False - -[CAMSC07] -Foundation=2x2 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=-3,-1 -MuzzleFlash0=-29,22 -MuzzleFlash1=-12,28 -MuzzleFlash2=22,23 -MuzzleFlash3=-20,25 -MuzzleFlash4=0,28 -MuzzleFlash5=12,27 - -;White House Fountain -[CAWASH18] -Foundation=2x2 -Height=3 -NewTheater=yes -ActiveAnim=CAWSH18A -ActiveAnimZAdjust=-16 -ActiveAnimYSort=362 -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -; White House Fountain Idle animation -[CAWSH18A] -Layer=ground -NewTheater=yes -LoopStart=0 -LoopEnd=10 -LoopCount=-1 -;Rate=150 -Rate=220 -DemandLoad=true -Shadow=yes - -[CAEURO05] -Foundation=2x2 -Height=5 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-1,-1 -DamageFireOffset0=4,13 - -[CALUNR01] -Foundation=2x2 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CALUNR02] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAPARK01] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAPARK02] -Foundation=2x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAPARK03] -Foundation=2x2 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAPARK04] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAPARK05] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CAPARK06] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CALOND04] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=6,78 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-113,25 -MuzzleFlash2=71,105 -MuzzleFlash3=153,49 -MuzzleFlash4=145,77 -MuzzleFlash5=-53,68 -MuzzleFlash6=36,93 -MuzzleFlash7=36,-2 -MuzzleFlash8=89,106 -MuzzleFlash9=-29,83 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=139,68 -DamageFireOffset1=-24,72 -AddOccupy1=-1,3 -AddOccupy2=-2,2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CALOND05] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=14 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-7,-2 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=16,-14 -MuzzleFlash2=-9,-26 -MuzzleFlash3=17,-40 -MuzzleFlash4=-17,-59 -MuzzleFlash5=16,-65 -MuzzleFlash6=-19,-120 -MuzzleFlash7=-5,-122 -MuzzleFlash8=9,-116 -MuzzleFlash9=5,-134 -CanBeHidden=False -OccupyHeight=8 -DamageFireOffset0=15,-58 -DamageFireOffset1=-15,-2 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CALOND06] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=11 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CALND6_A -;ActiveAnimDamaged=CALND6_AD -ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=4,38 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-52,60 -MuzzleFlash2=-90,3 -MuzzleFlash3=-85,-45 -MuzzleFlash4=-24,0 -MuzzleFlash5=65,51 -MuzzleFlash6=84,-44 -MuzzleFlash7=47,18 -MuzzleFlash8=-68,9 -MuzzleFlash9=27,61 -CanBeHidden=False -OccupyHeight=6 -DamageFireOffset0=22,-26 -DamageFireOffset1=-88,23 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -RemoveOccupy1=-3,-4 -RemoveOccupy2=-4,-2 -RemoveOccupy3=-4,-3 -RemoveOccupy4=-2,-4 - -; London Tower idle animations -[CALND6_A] -;Image=CAOILD_A -Layer=ground -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=17 -LoopCount=-1 -Rate=220 -DemandLoad=true -Shadow=yes - -; London Tower damaged idle animations -[CALND6_AD] -Image=CALND6_A -Layer=ground -NewTheater=yes -Start=18 -LoopStart=18 -LoopEnd=34 -LoopCount=-1 -Rate=220 -DemandLoad=true -Shadow=yes - -[CAMOON01] -Normalized=yes -Remapable=no -Foundation=3x4 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CATRAN03] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -; CATRAN03 destroy animation -[CATR03DM] -Layer=ground -NewTheater=yes -Rate=300 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[YAPPPT] ;Partially Built Psychic Dominator -Normalized=yes -Remapable=no -Foundation=3x3 -Height=5 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=12,20 -;DamageFireOffset1=-2,-78 -RemoveOccupy1=0,1 -RemoveOccupy2=-1,2 -RemoveOccupy3=-3,3 -RemoveOccupy4=-2,1 -RemoveOccupy5=-4,3 - -[CAEAST01] ;Easter Island Statue -Normalized=yes -Remapable=no -Foundation=2x2 -Height=9 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=12,20 -DamageFireOffset1=-2,-78 -RemoveOccupy1=0,1 -RemoveOccupy2=-1,2 -RemoveOccupy3=-3,3 -RemoveOccupy4=-2,1 -RemoveOccupy5=-4,3 - -; CAEAST01 destroy animation -[CAEAST01DM] -Layer=ground -NewTheater=yes -Rate=250 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -[CAEAST02] ;Yuri Bust -Normalized=yes -Remapable=no -Foundation=2x2 -Height=9 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -;MuzzleFlash1=-3,41 -;MuzzleFlash2=-27,-34 -;MuzzleFlash3=66,51 -;MuzzleFlash4=29,8 -;MuzzleFlash5=43,68 -;MuzzleFlash6=99,21 -;MuzzleFlash7=-41,6 -;MuzzleFlash8=15,54 -;MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=6 -DamageFireOffset0=12,20 -;DamageFireOffset1=-2,-78 -;RemoveOccupy1=0,1 -;RemoveOccupy2=-1,2 -;RemoveOccupy3=-3,3 -;RemoveOccupy4=-2,1 -;RemoveOccupy5=-4,3 - -[CASANF01] -Normalized=yes -Remapable=no -Foundation=2x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-42,28 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=15,26 -MuzzleFlash2=-43,-28 -MuzzleFlash3=-58,-12 -MuzzleFlash4=-23,4 -MuzzleFlash5=16,-11 -MuzzleFlash6=-1,34 -MuzzleFlash7=-69,6 -MuzzleFlash8=44,12 -MuzzleFlash9=-16,43 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-14,10 -DamageFireOffset1=27,-14 -AddOccupy1=-1,2 -AddOccupy2=1,-1 -AddOccupy3=0,-2 -AddOccupy4=-1,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAEGYP01] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=17 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CAEGYP02] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=4 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CAEGYP03] -Normalized=yes -Remapable=no -Foundation=4x2 -Height=4 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -;Great Pyramid Section 2 -[CAEGYP04] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=17 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -;Great Pyramid Section 3 -[CAEGYP05] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=17 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -;Great Pyramid Section 4 -[CAEGYP06] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=2 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CALA01] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=7 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=14,63 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-66,31 -MuzzleFlash2=-9,26 -MuzzleFlash3=-43,46 -MuzzleFlash4=-37,13 -MuzzleFlash5=0,-55 -MuzzleFlash6=10,-1 -MuzzleFlash7=-56,39 -MuzzleFlash8=18,-41 -MuzzleFlash9=-20,57 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -AddOccupy1=2,-1 -AddOccupy2=1,-2 -AddOccupy3=-1,-3 -AddOccupy4=-2,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -;[CALA02] -;Normalized=yes -;Remapable=no -;Foundation=3x3 -;Height=8 -;Buildup=CAHOSP -;NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -;DemandLoad=true -;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -;MuzzleFlash1=-3,41 -;MuzzleFlash2=-27,-34 -;MuzzleFlash3=66,51 -;MuzzleFlash4=29,8 -;MuzzleFlash5=43,68 -;MuzzleFlash6=99,21 -;MuzzleFlash7=-41,6 -;MuzzleFlash8=15,54 -;MuzzleFlash9=5,-19 -;CanBeHidden=False -;OccupyHeight=5 -;DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CALA04] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=3 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=50,36 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CALA05] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=3 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-35,30 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -RemoveOccupy1=2,-1 -RemoveOccupy2=3,0 -RemoveOccupy3=-1,-2 -RemoveOccupy4=-1,-1 -RemoveOccupy5=-2,-1 - -[CALA06] -Normalized=yes -Remapable=no -Foundation=2x3 -Height=9 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-19,-13 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,-5 -MuzzleFlash2=-24,7 -MuzzleFlash3=5,-70 -MuzzleFlash4=-23,30 -MuzzleFlash5=6,39 -MuzzleFlash6=14,25 -MuzzleFlash7=-6,-10 -MuzzleFlash8=2,-83 -MuzzleFlash9=22,-110 -CanBeHidden=False -OccupyHeight=6 -DamageFireOffset0=-31,39 -DamageFireOffset1=-2,-28 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -RemoveOccupy1=-1,1 -RemoveOccupy2=-2,0 -RemoveOccupy3=-2,-1 -RemoveOccupy4=-3,-1 -RemoveOccupy5=-3,-2 -RemoveOccupy6=-4,-2 -RemoveOccupy7=-4,-3 - -[CALA11] -Normalized=yes -Remapable=no -Foundation=3x4 -Height=1 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=45,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CALA12] -Normalized=yes -Remapable=no -Foundation=3x4 -Height=1 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-19,36 -DamageFireOffset1=20,18 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CALOND01] -Normalized=yes -Remapable=no -Foundation=2x3 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-64,-10 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-34,42 -MuzzleFlash2=-50,14 -MuzzleFlash3=-10,24 -MuzzleFlash4=17,-5 -MuzzleFlash5=22,25 -MuzzleFlash6=-30,11 -MuzzleFlash7=-52,29 -MuzzleFlash8=-24,23 -MuzzleFlash9=-38,1 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-62,36 -DamageFireOffset1=-33,40 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -;[CALOND02] -;Normalized=yes -;Remapable=no -;Foundation=2x3 -;Height=8 -;;Buildup=CAHOSP -;NewTheater=yes -;;ActiveAnim=CAWSH12A -;;ActiveAnimZAdjust=-100 -;DemandLoad=true -;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -;MuzzleFlash1=-3,41 -;MuzzleFlash2=-27,-34 -;MuzzleFlash3=66,51 -;MuzzleFlash4=29,8 -;MuzzleFlash5=43,68 -;MuzzleFlash6=99,21 -;MuzzleFlash7=-41,6 -;MuzzleFlash8=15,54 -;MuzzleFlash9=5,-19 -;CanBeHidden=False -;OccupyHeight=5 -;DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CALOND03] -Normalized=yes -Remapable=no -Foundation=2x3 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=17,18 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-51,-14 -MuzzleFlash2=33,-26 -MuzzleFlash3=-64,19 -MuzzleFlash4=-32,41 -MuzzleFlash5=31,1 -MuzzleFlash6=-38,0 -MuzzleFlash7=-64,-24 -MuzzleFlash8=-5,29 -MuzzleFlash9=-4,-6 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-48,-34 -DamageFireOffset1=-21,53 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CABARR01] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CABARR02] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CAMORR01] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-26,37 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-48,4 -MuzzleFlash2=-75,9 -MuzzleFlash3=-44,53 -MuzzleFlash4=-76,-34 -MuzzleFlash5=60,17 -MuzzleFlash6=39,3 -MuzzleFlash7=-25,62 -MuzzleFlash8=76,-32 -MuzzleFlash9=-57,19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-27,7 -DamageFireOffset1=6,34 -AddOccupy1=-1,2 -AddOccupy2=-2,1 -AddOccupy3=0,-3 -AddOccupy4=2,-1 -AddOccupy5=1,-2 -AddOccupy6=-3,0 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR02] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-28,22 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-51,23 -MuzzleFlash2=-35,52 -MuzzleFlash3=-62,-15 -MuzzleFlash4=-2,12 -MuzzleFlash5=48,8 -MuzzleFlash6=59,25 -MuzzleFlash7=38,-23 -MuzzleFlash8=25,2 -MuzzleFlash9=14,48 -CanBeHidden=False -OccupyHeight=6 -DamageFireOffset0=-54,-8 -DamageFireOffset1=49,20 -;AddOccupy1=-1,2 -;AddOccupy2=-2,1 -;AddOccupy3=0,-3 -;AddOccupy4=2,-1 -;AddOccupy5=1,-2 -;AddOccupy6=-3,0 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR03] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-63,12 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-12,41 -MuzzleFlash2=-13,1 -MuzzleFlash3=-33,9 -MuzzleFlash4=-31,49 -MuzzleFlash5=43,7 -MuzzleFlash6=66,15 -MuzzleFlash7=43,44 -MuzzleFlash8=14,35 -MuzzleFlash9=47,23 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,44 -DamageFireOffset1=33,51 -;AddOccupy1=-1,2 -;AddOccupy2=-2,1 -;AddOccupy3=0,-3 -;AddOccupy4=2,-1 -;AddOccupy5=1,-2 -;AddOccupy6=-3,0 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR04] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=12 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-53,48 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-70,-88 -MuzzleFlash2=-49,-60 -MuzzleFlash3=-15,-30 -MuzzleFlash4=-49,-7 -MuzzleFlash5=14,-65 -MuzzleFlash6=38,-55 -MuzzleFlash7=57,-13 -MuzzleFlash8=56,23 -MuzzleFlash9=67,-88 -CanBeHidden=False -OccupyHeight=8 -DamageFireOffset0=30,-75 -DamageFireOffset1=-49,53 -AddOccupy1=1,-2 -AddOccupy2=-2,1 -AddOccupy3=0,-3 -AddOccupy4=-3,0 -AddOccupy5=-1,-4 -AddOccupy6=-4,-1 -AddOccupy7=-2,-5 -AddOccupy8=-5,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR05] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=7 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-69,-4 -DamageFireOffset1=2,18 -AddOccupy1=-1,2 -AddOccupy2=-2,1 -AddOccupy3=1,-2 -AddOccupy4=2,-1 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR06] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=7 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-12,46 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-36,14 -MuzzleFlash2=56,5 -MuzzleFlash3=-65,31 -MuzzleFlash4=-23,55 -MuzzleFlash5=64,31 -MuzzleFlash6=37,15 -MuzzleFlash7=-67,0 -MuzzleFlash8=-44,47 -MuzzleFlash9=72,14 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=1,-38 -DamageFireOffset1=-14,26 -AddOccupy1=-1,2 -AddOccupy2=-2,1 -AddOccupy3=1,-2 -AddOccupy4=2,-1 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR07] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-55,11 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-11,21 -MuzzleFlash2=-31,3 -MuzzleFlash3=-23,46 -MuzzleFlash4=57,-19 -MuzzleFlash5=23,19 -MuzzleFlash6=7,-23 -MuzzleFlash7=-44,36 -MuzzleFlash8=21,46 -MuzzleFlash9=-57,-2 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-3,25 -DamageFireOffset1=-25,55 -;AddOccupy1=1,-2 -;AddOccupy2=-2,1 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR08] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=7 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=16,-17 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=26,-10 -MuzzleFlash2=-63,-28 -MuzzleFlash3=-48,11 -MuzzleFlash4=-37,15 -MuzzleFlash5=-6,56 -MuzzleFlash6=-6,26 -MuzzleFlash7=-41,37 -MuzzleFlash8=-63,-14 -MuzzleFlash9=61,31 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=27,-30 -DamageFireOffset1=60,33 -AddOccupy1=-3,-2 -AddOccupy2=-3,-1 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR09] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-34,46 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-51,2 -MuzzleFlash2=-17,24 -MuzzleFlash3=-36,11 -MuzzleFlash4=-15,53 -MuzzleFlash5=14,21 -MuzzleFlash6=34,9 -MuzzleFlash7=52,6 -MuzzleFlash8=5,28 -MuzzleFlash9=60,-3 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=54,3 -DamageFireOffset1=-51,4 -;AddOccupy1=-3,-2 -;AddOccupy2=-3,-1 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CAMORR10] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=13 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-10,0 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-21,-60 -MuzzleFlash2=-12,-45 -MuzzleFlash3=22,-62 -MuzzleFlash4=28,-9 -MuzzleFlash5=13,-50 -MuzzleFlash6=-10,-106 -MuzzleFlash7=10,-105 -MuzzleFlash8=-16,26 -MuzzleFlash9=-27,-51 -CanBeHidden=False -OccupyHeight=7 -DamageFireOffset0=-13,-16 -DamageFireOffset1=-32,-68 -;AddOccupy1=-3,-2 -;AddOccupy2=-3,-1 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASANF02] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=46,14 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-49,-29 -MuzzleFlash2=-5,56 -MuzzleFlash3=-69,6 -MuzzleFlash4=78,21 -MuzzleFlash5=-39,1 -MuzzleFlash6=-57,-10 -MuzzleFlash7=29,46 -MuzzleFlash8=-23,29 -MuzzleFlash9=-47,30 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-36,1 -DamageFireOffset1=44,-27 -DamageFireOffset2=-23,-51 -AddOccupy1=2,-1 -AddOccupy2=1,-2 -;AddOccupy3=0,-2 -;AddOccupy4=-1,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASANF03] -Normalized=yes -Remapable=no -Foundation=2x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-42,28 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=15,26 -MuzzleFlash2=-43,-28 -MuzzleFlash3=-58,-12 -MuzzleFlash4=-23,4 -MuzzleFlash5=16,-11 -MuzzleFlash6=-1,34 -MuzzleFlash7=-69,6 -MuzzleFlash8=44,12 -MuzzleFlash9=-16,43 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-14,10 -DamageFireOffset1=27,-14 -AddOccupy1=-1,2 -AddOccupy2=1,-1 -AddOccupy3=0,-2 -AddOccupy4=-1,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASANF04] -Normalized=yes -Remapable=no -Foundation=3x5 -Height=20 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CASANF05] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CASANF06] -Normalized=yes -Remapable=no -Foundation=3x2 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=56,10 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=45,-25 -MuzzleFlash2=-28,-19 -MuzzleFlash3=-14,27 -MuzzleFlash4=50,41 -MuzzleFlash5=70,7 -MuzzleFlash6=1,-4 -MuzzleFlash7=-43,14 -MuzzleFlash8=33,44 -MuzzleFlash9=34,1 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-14,16 -DamageFireOffset1=-31,-55 -;AddOccupy1=-1,2 -;AddOccupy2=1,-1 -;AddOccupy3=0,-2 -;AddOccupy4=-1,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASANF07] -Normalized=yes -Remapable=no -Foundation=3x2 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=56,10 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=45,-25 -MuzzleFlash2=-28,-19 -MuzzleFlash3=-14,27 -MuzzleFlash4=50,41 -MuzzleFlash5=70,7 -MuzzleFlash6=1,-4 -MuzzleFlash7=-43,14 -MuzzleFlash8=33,44 -MuzzleFlash9=34,1 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-14,16 -DamageFireOffset1=-31,-55 -;AddOccupy1=-1,2 -;AddOccupy2=1,-1 -;AddOccupy3=0,-2 -;AddOccupy4=-1,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASANF08] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=43,-27 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-84,24 -MuzzleFlash2=-1,59 -MuzzleFlash3=42,38 -MuzzleFlash4=-52,13 -MuzzleFlash5=40,-4 -MuzzleFlash6=65,32 -MuzzleFlash7=16,28 -MuzzleFlash8=64,7 -MuzzleFlash9=28,2 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=53,8 -DamageFireOffset1=26,48 -;DamageFireOffset2=-23,-51 -;AddOccupy1=2,-1 -;AddOccupy2=1,-2 -;AddOccupy3=0,-2 -;AddOccupy4=-1,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASANF09] -Normalized=yes -Remapable=no -Foundation=3x5 -Height=8 -ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CASANF10] -Normalized=yes -Remapable=no -Foundation=3x5 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CASANF11] -Normalized=yes -Remapable=no -Foundation=3x5 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CASANF12] -Normalized=yes -Remapable=no -Foundation=3x5 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CASANF13] -Normalized=yes -Remapable=no -Foundation=3x5 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CASANF14] -Normalized=yes -Remapable=no -Foundation=3x5 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-29,40 -DamageFireOffset1=85,48 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CASANF15] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=4 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -;MuzzleFlash1=-3,41 -;MuzzleFlash2=-27,-34 -;MuzzleFlash3=66,51 -;MuzzleFlash4=29,8 -;MuzzleFlash5=43,68 -;MuzzleFlash6=99,21 -;MuzzleFlash7=-41,6 -;MuzzleFlash8=15,54 -;MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-4,-17 -;DamageFireOffset1=85,48 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASANF16] -Normalized=yes -Remapable=no -Foundation=1x1 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=0,-11 -;DamageFireOffset1=85,48 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASANF17] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=4 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -RemoveOccupy1=0,-2 -RemoveOccupy2=1,-1 - -[CASANF18] -Normalized=yes -Remapable=no -Foundation=2x5 -Height=3 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=6,29 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-62,59 -MuzzleFlash2=-116,59 -MuzzleFlash3=41,6 -MuzzleFlash4=-28,41 -MuzzleFlash5=-130,64 -MuzzleFlash6=40,23 -MuzzleFlash7=-86,70 -MuzzleFlash8=-62,73 -MuzzleFlash9=17,26 -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=5,18 -DamageFireOffset1=-69,33 -AddOccupy1=3,-1 -AddOccupy2=2,-2 -RemoveOccupy1=-3,-3 -RemoveOccupy2=-3,-1 - -[CALA03] -Normalized=yes -Remapable=no -Foundation=3x1 -Height=3 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=0 -DamageFireOffset0=-1,21 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CALA07] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=7 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-11,68 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=11,67 -MuzzleFlash2=24,61 -MuzzleFlash3=-26,21 -MuzzleFlash4=-59,5 -MuzzleFlash5=7,-27 -MuzzleFlash6=0,-57 -MuzzleFlash7=55,4 -MuzzleFlash8=-49,46 -MuzzleFlash9=5,64 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=-53,-2 -DamageFireOffset1=45,27 -AddOccupy1=2,-1 -AddOccupy2=-1,2 -;RemoveOccupy1=2,-1 -;RemoveOccupy2=-1,2 - -[CALA08] -Normalized=yes -Remapable=no -Foundation=4x2 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=0 -DamageFireOffset0=-34,-10 -DamageFireOffset1=-33,-2 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CALA09] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=4 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=0,56 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-53,28 -MuzzleFlash2=-20,51 -MuzzleFlash3=-21,-6 -MuzzleFlash4=-39,46 -MuzzleFlash5=61,32 -MuzzleFlash6=31,46 -MuzzleFlash7=13,59 -MuzzleFlash8=-49,40 -MuzzleFlash9=-51,9 -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -;AddOccupy1=2,-1 -;AddOccupy2=1,-2 -;AddOccupy3=-1,-3 -;AddOccupy4=-2,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CALA10] -Normalized=yes -Remapable=no -Foundation=1x3 -Height=5 -;Buildup=CAHOSP -NewTheater=yes -ActiveAnim=CALA10_A -ActiveAnimDamaged=CALA10_AD -ActiveAnimZAdjust=-5 -DemandLoad=true -;MuzzleFlash0=0,56 ; these are pixel offsets for muzzle flashes from center of base -;MuzzleFlash1=-53,28 -;MuzzleFlash2=-20,51 -;MuzzleFlash3=-21,-6 -;MuzzleFlash4=-39,46 -;MuzzleFlash5=61,32 -;MuzzleFlash6=31,46 -;MuzzleFlash7=13,59 -;MuzzleFlash8=-49,40 -;MuzzleFlash9=-51,9 -CanBeHidden=False -CanHideThings=True -OccupyHeight=4 -;DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -;AddOccupy1=2,-1 -;AddOccupy2=1,-2 -;AddOccupy3=-1,-3 -;AddOccupy4=-2,-3 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -; Billboard idle animations -[CALA10_A] -Image=CALA10_A -NewTheater=yes -Normalized=yes -;Start=0 -LoopStart=0 -LoopEnd=44 -LoopCount=-1 -Rate=200 -Layer=ground -Shadow=yes -DemandLoad=true - -[CALA10_AD] -Image=CALA10_A -NewTheater=yes -Normalized=yes -;Start=0 -LoopStart=0 -LoopEnd=44 -LoopCount=-1 -Rate=200 -Layer=ground -Shadow=yes -DemandLoad=true - -[CALA13] -Normalized=yes -Remapable=no -Foundation=3x1 -Height=3 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-3,41 -MuzzleFlash2=-27,-34 -MuzzleFlash3=66,51 -MuzzleFlash4=29,8 -MuzzleFlash5=43,68 -MuzzleFlash6=99,21 -MuzzleFlash7=-41,6 -MuzzleFlash8=15,54 -MuzzleFlash9=5,-19 -CanBeHidden=False -OccupyHeight=0 -DamageFireOffset0=40,30 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CALA14] -Normalized=yes -Remapable=no -Foundation=3X3 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=11,68 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-26,57 -MuzzleFlash2=-71,35 -MuzzleFlash3=-56,42 -MuzzleFlash4=-35,53 -MuzzleFlash5=-71,35 -MuzzleFlash6=11,68 -MuzzleFlash7=56,42 -MuzzleFlash8=-26,57 -MuzzleFlash9=35,53 -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=76,45 -DamageFireOffset1=-9,-27 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CALA15] -Normalized=yes -Remapable=no -Foundation=3X3 -Height=6 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-9,69; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=26,58 -MuzzleFlash2=72,35 -MuzzleFlash3=36,52 -MuzzleFlash4=12,65 -MuzzleFlash5=26,58 -MuzzleFlash6=-9,69 -MuzzleFlash7=72,35 -MuzzleFlash8=12,65 -MuzzleFlash9=36,52 -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-76,42 -DamageFireOffset1=-13,11 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASEAT01] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=13 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=2,-120 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=14,19 -MuzzleFlash2=1,-25 -MuzzleFlash3=-23,-127 -MuzzleFlash4=-13,21 -MuzzleFlash5=-8,2 -MuzzleFlash6=14,0 -MuzzleFlash7=24,-129 -MuzzleFlash8=3,22 -MuzzleFlash9=-3,-80 -CanBeHidden=False -OccupyHeight=7 -DamageFireOffset0=12,-131 -;DamageFireOffset1=85,48 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASEAT02] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -ActiveAnim=CASEAT02_A -ActiveAnimDamaged=CASEAT02_AD -ActiveAnimZAdjust=-20 -DemandLoad=true -MuzzleFlash0=81,64 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=66,4 -MuzzleFlash2=73,38 -MuzzleFlash3=25,9 -MuzzleFlash4=-5,6 -MuzzleFlash5=-66,3 -MuzzleFlash6=-100,23 -MuzzleFlash7=-41,31 -MuzzleFlash8=94,-9 -MuzzleFlash9=-94,-7 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-59,-8 -DamageFireOffset1=66,35 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -RemoveOccupy1=-3,-2 -RemoveOccupy2=-3,-3 -RemoveOccupy3=-2,-3 - -; Microspam Campus idle animations -[CASEAT02_A] -;Image=CASEAT02_A -Layer=ground -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=20 -LoopCount=-1 -Rate=150 -DemandLoad=true -Shadow=yes - -; Microspam Campus damaged idle animations -[CASEAT02_AD] -Image=CASEAT02_A -Layer=ground -NewTheater=yes -Start=21 -LoopStart=21 -LoopEnd=39 -LoopCount=-1 -Rate=150 -DemandLoad=true -Shadow=yes - -;[CASYDN01] -;Normalized=yes -;Remapable=no -;Foundation=2x2 -;Height=8 -;Buildup=CAHOSP -;NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -;DemandLoad=true -;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base -;MuzzleFlash1=-3,41 -;MuzzleFlash2=-27,-34 -;MuzzleFlash3=66,51 -;MuzzleFlash4=29,8 -;MuzzleFlash5=43,68 -;MuzzleFlash6=99,21 -;MuzzleFlash7=-41,6 -;MuzzleFlash8=15,54 -;MuzzleFlash9=5,-19 -;CanBeHidden=False -;OccupyHeight=5 -;DamageFireOffset0=-29,40 -;DamageFireOffset1=85,48 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASYDN02] -Normalized=yes -Remapable=no -Foundation=3x3 -Height=5 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-55,39 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=3,54 -MuzzleFlash2=-30,50 -MuzzleFlash3=69,27 -MuzzleFlash4=-76,40 -MuzzleFlash5=-62,34 -MuzzleFlash6=45,46 -MuzzleFlash7=27,42 -MuzzleFlash8=-68,27 -MuzzleFlash9=-14,58 -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-18,1 -DamageFireOffset1=45,27 -;AddOccupy1=3,-1 -;AddOccupy2=2,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CASYDN03] -Normalized=yes -Remapable=no -Foundation=6x4 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=12,95 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-36,72 -MuzzleFlash2=15,97 -MuzzleFlash3=33,106 -MuzzleFlash4=-60,62 -MuzzleFlash5=0,90 -MuzzleFlash6=-27,76 -MuzzleFlash7=5,93 -MuzzleFlash8=-64,60 -MuzzleFlash9=34,107 -CanBeHidden=False -OccupyHeight=0 -DamageFireOffset0=-4,44 -DamageFireOffset1=93,113 - -[CATRAN01] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=5 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=-7,5 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=3,22 -MuzzleFlash2=-28,14 -MuzzleFlash3=-19,2 -MuzzleFlash4=-18,29 -MuzzleFlash5=-8,20 -MuzzleFlash6=-39,17 -MuzzleFlash7=-5,34 -MuzzleFlash8=-19,10 -MuzzleFlash9=-44,14 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=33,1 -;DamageFireOffset1=85,48 -AddOccupy1=1,-1 -AddOccupy2=0,-2 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -[CATRAN02] -Normalized=yes -Remapable=no -Foundation=2x2 -Height=5 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=15,26 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-2,34 -MuzzleFlash2=40,14 -MuzzleFlash3=21,10 -MuzzleFlash4=-2,18 -MuzzleFlash5=35,7 -MuzzleFlash6=14,18 -MuzzleFlash7=0,26 -MuzzleFlash8=46,14 -MuzzleFlash9=20,20 -CanBeHidden=False -OccupyHeight=4 -DamageFireOffset0=6,-6 -;DamageFireOffset1=85,48 -AddOccupy1=-1,1 -AddOccupy2=-2,0 -;RemoveOccupy1=-3,-3 -;RemoveOccupy2=-3,-1 - -;American House 02 -[CAHSE02] -Foundation=3x2 -NewTheater=yes -DemandLoad=true -Height=5 -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -CanBeHidden=false - - -;American House 03 -[CAHSE03] -Foundation=3x4 -NewTheater=yes -DemandLoad=true -Height=4 -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -CanBeHidden=false - -;American House 04 -[CAHSE04] -Foundation=3x2 -NewTheater=yes -DemandLoad=true -Height=5 -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -CanBeHidden=false - -[CASTL01] -Foundation=4x4 -Height=7 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=2,-1 -RemoveOccupy2=1,-2 -RemoveOccupy3=-1,2 -RemoveOccupy4=-2,1 -DamageFireOffset0=5,-27 -DamageFireOffset1=54,54 -DamageFireOffset2=-55,-9 -MuzzleFlash0=-24,19 -MuzzleFlash1=44,20 -MuzzleFlash2=34,52 -MuzzleFlash3=-34,42 -MuzzleFlash4=-44,8 -MuzzleFlash5=55,28 -MuzzleFlash6=-12,38 -MuzzleFlash7=-24,6 -MuzzleFlash8=36,38 -MuzzleFlash9=-12,25 - -[CASTL02] -Foundation=4x4 -Height=7 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=2,-1 -RemoveOccupy2=1,-2 -RemoveOccupy3=-1,2 -RemoveOccupy4=-2,1 -DamageFireOffset0=-63,61 -DamageFireOffset1=-2,43 -MuzzleFlash0=12,52 -MuzzleFlash1=34,13 -MuzzleFlash2=-38,22 -MuzzleFlash3=11,24 -MuzzleFlash4=-57,41 -MuzzleFlash5=45,22 -MuzzleFlash6=56,-7 -MuzzleFlash7=-57,27 -MuzzleFlash8=23,33 -MuzzleFlash9=35,41 - -[CASTL03] -Foundation=4x4 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=2,-1 -RemoveOccupy2=1,-2 -RemoveOccupy3=-1,2 -RemoveOccupy4=-2,1 -DamageFireOffset0=-43,12 -DamageFireOffset1=-4,43 -MuzzleFlash0=23,34 -MuzzleFlash1=-42,38 -MuzzleFlash2=44,8 -MuzzleFlash3=35,40 -MuzzleFlash4=-56,45 -MuzzleFlash5=10,25 -MuzzleFlash6=-57,30 -MuzzleFlash7=55,17 -MuzzleFlash8=-39,53 -MuzzleFlash9=12,50 - -[CASTL04] -Foundation=2x6 -Height=16 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=14,-40 -MuzzleFlash1=-98,-133 -MuzzleFlash2=-133,12 -MuzzleFlash3=19,1 -MuzzleFlash4=-16,-160 -MuzzleFlash5=-55,-178 -MuzzleFlash6=-141,80 -MuzzleFlash7=-117,-73 -MuzzleFlash8=-27,-172 -MuzzleFlash9=-111,-100 -DamageFireOffset0=-131,-15 -CanBeHidden=false - -; CASTL04 destroy animation -[CASTL04DM] -Layer=ground -NewTheater=yes -Rate=300 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -;American House Mobile A -[CAHSE05] -Foundation=1x2 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-40,20 -MuzzleFlash1=8,4 -MuzzleFlash2=12,2 -MuzzleFlash3=-42,20 -MuzzleFlash4=-34,23 -MuzzleFlash5=-39,22 -DamageFireOffset0=8,6 -CanBeHidden=false - -;American House Mobile B -[CAHSE06] -Foundation=2x1 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=43,18 -MuzzleFlash1=39,19 -MuzzleFlash2=-11,5 -MuzzleFlash3=23,19 -MuzzleFlash4=-4,7 -MuzzleFlash5=26,19 -DamageFireOffset0=42,22 -CanBeHidden=false - -;American House 07 -[CAHSE07] -Foundation=2x3 -NewTheater=yes -DemandLoad=true -Height=4 -;Palette=City -MuzzleFlash0=9,17 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=38,18 -MuzzleFlash2=20,27 -MuzzleFlash3=-1,37 -MuzzleFlash4=20,27 -DamageFireOffset0=-12,-2 -DamageFireOffset1=22,29 -CanHideThings=true -CanBeHidden=false -OccupyHeight=2 -RemoveOccupy1=0,-1 -RemoveOccupy2=-1,-1 - -[CAMIAM05] -Foundation=3x4 -Height=5 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-38,26 -MuzzleFlash1=-52,0 -MuzzleFlash2=49,24 -MuzzleFlash3=-56,69 -MuzzleFlash4=-59,15 -MuzzleFlash5=-33,42 -MuzzleFlash6=-8,30 -MuzzleFlash7=33,8 -MuzzleFlash8=17,52 -MuzzleFlash9=50,14 -DamageFireOffset0=58,33 -DamageFireOffset1=43,-12 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 - -[CAMIAM06] -Foundation=4x4 -Height=5 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-1,42 -MuzzleFlash1=14,53 -MuzzleFlash2=62,12 -MuzzleFlash3=-96,24 -MuzzleFlash4=11,72 -MuzzleFlash5=-64,29 -MuzzleFlash6=3,5 -MuzzleFlash7=18,87 -MuzzleFlash8=65,64 -MuzzleFlash9=82,54 -DamageFireOffset0=-108,46 -DamageFireOffset1=85,37 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 - -[CAMIAM07] -Foundation=4x4 -Height=5 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-85,29 -MuzzleFlash1=-63,23 -MuzzleFlash2=-85,29 -MuzzleFlash3=-63,23 -MuzzleFlash4=-58,58 -MuzzleFlash5=-75,2 -MuzzleFlash6=36,8 -MuzzleFlash7=-16,23 -MuzzleFlash8=-35,29 -MuzzleFlash9=26,58 -DamageFireOffset0=-50,27 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 - -[CASTRT01] -Foundation=1x1 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CASTRT02] -Foundation=1x1 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CASTRT03] -Foundation=1x1 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CASTRT04] -Foundation=1x1 -Height=4 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -[CASTRT05] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False -DamageFireOffset0=5,10 -MuzzleFlash0=0,8 -MuzzleFlash1=-7,1 - -;Mayan Largetemple -[CAMEX04] -Foundation=4x4 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -OccupyHeight=2 -CanBeHidden=False -DamageFireOffset0=-7,63 - -;Mayan platform -[CAMEX05] -Foundation=2x2 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=10,10 -MuzzleFlash2=0,5 -MuzzleFlash3=20,-10 -MuzzleFlash4=-10,5 -MuzzleFlash5=0,20 -MuzzleFlash6=10,15 -MuzzleFlash7=-20,30 -MuzzleFlash8=5,35 -MuzzleFlash9=35,-5 -OccupyHeight=2 -CanBeHidden=False - -[CAMSC08] -Foundation=1x1 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=4,-7 -MuzzleFlash0=-11,10 -MuzzleFlash1=5,12 -MuzzleFlash2=-3,10 -MuzzleFlash3=-11,10 -MuzzleFlash4=5,12 -MuzzleFlash5=-3,10 - -[CAMSC09] -Foundation=1x1 -Height=3 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=True -CanBeHidden=False -OccupyHeight=3 -DamageFireOffset0=-7,10 -MuzzleFlash0=-11,10 -MuzzleFlash1=5,12 -MuzzleFlash2=-3,10 -MuzzleFlash3=-11,10 -MuzzleFlash4=5,12 -MuzzleFlash5=-3,10 - -[NADEPT] -Height=6 -Remapable=yes -Normalized=yes -Cameo=RFIXICON -Foundation=4x3 -ZShapePointMove=65,35 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 -AnimActive=0,7,2 -Flat=yes -Buildup=NADEPTMK -DemandLoadBuildup=true -FreeBuildup=true -NewTheater=yes -;DockingOffset0=256,-256,0 -DockingOffset0=128,0,0 -BibShape=NADEPTBB -IdleAnim=NADEPT_B -IdleAnimDamaged=NADEPT_BD -IdleAnimZAdjust=-70 -;ActiveAnimZAdjust=-100 -;ActiveAnimTwo=GADEPT_B -;ActiveAnimTwoZAdjust=-100 -SpecialAnim=NADEPT_C1 -SpecialAnimZAdjust=-70 -SpecialAnimDamaged=NADEPT_C4 -SpecialAnimTwo=NADEPT_C2 -SpecialAnimTwoDamaged=NADEPT_C5 -SpecialAnimTwoZAdjust=-70 -SpecialAnimThree=NADEPT_C3 -SpecialAnimThreeDamaged=NADEPT_C6 -SpecialAnimThreeZAdjust=-70 -;ProductionAnim=GADEPT_D -;ProductionAnimDamaged=GADEPT_DD -;ProductionAnimZAdjust=-70 -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=-1,0 -AddOccupy2=-1,1 -AddOccupy3=-2,-1 - -; Soviet Repair bay active animation -[NADEPT_B] -Image=NADEPT_B -Normalized=yes -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Soviet Damaged repair bay active animation -[NADEPT_BD] -Image=NADEPT_B -Normalized=yes -Start=10 -LoopStart=10 -LoopEnd=19 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Soviet Repair bay arm extending. -[NADEPT_C1] -Image=NADEPT_C -Normalized=yes -Start=0 -End=22 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 21 -Rate=400 -NewTheater=yes -Shadow=yes - -; Soviet Repair bay arm working -[NADEPT_C2] -Image=NADEPT_C -Normalized=yes -Start=22 -LoopStart=22 -LoopEnd=28 -LoopCount=-1 -Rate=400 -NewTheater=yes -Shadow=yes - -; Soviet Repair bay arm retracting -[NADEPT_C3] -Image=NADEPT_C -Normalized=yes -Start=29 -End=21 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 49 -Rate=400 -NewTheater=yes -Shadow=yes - -; Damaged Soviet Repair bay arm extending. -[NADEPT_C4] -Image=NADEPT_C -Normalized=yes -Start=50 -End=22 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 71 -Rate=400 -NewTheater=yes -Shadow=yes - -; Damaged Soviet Repair bay arm working -[NADEPT_C5] -Image=NADEPT_C -Normalized=yes -Start=72 -LoopStart=72 -LoopEnd=78 -LoopCount=-1 -Rate=400 -NewTheater=yes -Shadow=yes - -; Damaged Soviet Repair bay arm retracting -[NADEPT_C6] -Image=NADEPT_C -Normalized=yes -Start=79 -End=21 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 99 -Rate=400 -NewTheater=yes -Shadow=yes - -;GEF Lost Anim -[NADEPTBB] -Normalized=yes - -; Camp Fire Idle Animation -[CAMSC06A] -Layer=ground -NewTheater=yes -LoopStart=0 -LoopEnd=4 -LoopCount=-1 -Rate=120 -DemandLoad=true -Shadow=yes - -[CAMISC01] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanBeHidden=False - -[CAMISC02] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanBeHidden=False - -[CAMISC03] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanBeHidden=False - -[CAMISC04] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanBeHidden=False - -[CAMISC05] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanBeHidden=False - -[CAMISC06] -Foundation=2x1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanBeHidden=False -AddOccupy1=0,-1 - -;McBurger Kong -[CAMSC10] -Foundation=4x4 -Height=6 -NewTheater=yes -DemandLoad=true -;Palette=City -;ActiveAnim=CAMSC10A -;ActiveAnimZAdjust=100 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -AddOccupy1=0,-1 -AddOccupy2=-1,-1 -AddOccupy3=-1,0 -AddOccupy4=-1,1 -AddOccupy5=-1,2 -AddOccupy6=-2,1 -DamageFireOffset0=-29,28 -DamageFireOffset1=29,25 -DamageFireOffset2=-52,55 -MuzzleFlash0=14,61 -MuzzleFlash1=26,70 -MuzzleFlash2=-74,46 -MuzzleFlash3=-6,72 -MuzzleFlash4=-50,59 -MuzzleFlash5=7,68 -MuzzleFlash6=-68,55 -MuzzleFlash7=-20,77 - -[CAMSC11] -Foundation=1x1 -Height=1 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False -DamageFireOffset0=0,11 - -[CAMSC12] -Foundation=1x1 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False - -;Derelict Tank -[CAMSC13] -Foundation=1x2 -Height=2 -NewTheater=yes -DemandLoad=true -;Palette=City -CanHideThings=False -CanBeHidden=False -DamageFireOffset0=3,8 - -;Secret Lab -[CASLAB] -Image=CASLAB -Foundation=3x3 -NewTheater=yes -DemandLoad=true -ActiveAnim=CASLAB_F -ActiveAnimZAdjust=-50 -ActiveAnimYSort=362 -ActiveAnimPowered=no -Height=6 -;Palette=City -MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=5,-28 -MuzzleFlash2=42,47 -MuzzleFlash3=29,17 -MuzzleFlash4=-12,-25 -MuzzleFlash5=-14,-33 -MuzzleFlash6=30,-29 -MuzzleFlash7=-10,-23 -MuzzleFlash8=32,5 -MuzzleFlash9=46,37 -DamageFireOffset0=17,-30 -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=-2,0 -RemoveOccupy2=-2,-1 -RemoveOccupy3=-2,1 - -;Time Machine -[CATIME01] -;Image=CALAB -Foundation=4x3 -NewTheater=yes -ActiveAnim=CATIME_A -ActiveAnimDamaged=CATIME_AD -ActiveAnimZAdjust=0 -ActiveAnimYSort=362 -DemandLoad=true -Height=6 -;Palette=City -MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=5,-28 -MuzzleFlash2=42,47 -MuzzleFlash3=29,17 -MuzzleFlash4=-12,-25 -MuzzleFlash5=-14,-33 -MuzzleFlash6=30,-29 -MuzzleFlash7=-10,-23 -MuzzleFlash8=32,5 -MuzzleFlash9=46,37 -DamageFireOffset0=-11,10 -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=-2,0 -RemoveOccupy2=-2,-1 -RemoveOccupy3=-2,1 - -;Time Machine Traveled -[CATIME02] -;Image=CALAB -Foundation=4x3 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=5,-28 -MuzzleFlash2=42,47 -MuzzleFlash3=29,17 -MuzzleFlash4=-12,-25 -MuzzleFlash5=-14,-33 -MuzzleFlash6=30,-29 -MuzzleFlash7=-10,-23 -MuzzleFlash8=32,5 -MuzzleFlash9=46,37 -DamageFireOffset0=-11,10 -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=-2,0 -RemoveOccupy2=-2,-1 -RemoveOccupy3=-2,1 - -;Einstein's Lab -[CALAB] -Foundation=3x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=5,-28 -MuzzleFlash2=42,47 -MuzzleFlash3=29,17 -MuzzleFlash4=-12,-25 -MuzzleFlash5=-14,-33 -MuzzleFlash6=30,-29 -MuzzleFlash7=-10,-23 -MuzzleFlash8=32,5 -MuzzleFlash9=46,37 -DamageFireOffset0=-11,10 -CanHideThings=True -CanBeHidden=False -OccupyHeight=4 -RemoveOccupy1=-2,0 -RemoveOccupy2=-2,-1 -RemoveOccupy3=-2,1 - -;St. Louis Stadium -[CASTL05A] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -DamageFireOffset0=-12,14 -DamageFireOffset1=-14,98 -CanHideThings=true -CanBeHidden=false -OccupyHeight=0 -AddOccupy1=-1,1 -AddOccupy2=-1,2 -AddOccupy3=2,-1 -AddOccupy4=1,-1 - -;St. Louis Stadium -[CASTL05B] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -DamageFireOffset0=-40,58 -DamageFireOffset1=0,-32 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -AddOccupy1=-2,0 -AddOccupy2=-2,-1 - -;St. Louis Stadium -[CASTL05C] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -DamageFireOffset0=-42,-22 -DamageFireOffset1=-92,48 -CanHideThings=true -CanBeHidden=false -OccupyHeight=2 -AddOccupy1=-1,0 -AddOccupy2=-1,1 -AddOccupy3=-2,0 -AddOccupy4=-2,-1 - -;St. Louis Stadium -[CASTL05D] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -DamageFireOffset0=4,-36 -DamageFireOffset1=16,56 -CanHideThings=true -CanBeHidden=false -OccupyHeight=3 -AddOccupy1=-1,-2 -AddOccupy2=0,-2 -RemoveOccupy1=2,-1 - -;St. Louis Stadium -[CASTL05E] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -DamageFireOffset0=26,30 -DamageFireOffset1=-58,50 -DamageFireOffset2=22,-8 -CanHideThings=true -CanBeHidden=false -OccupyHeight=2 -AddOccupy1=0,-1 -AddOccupy2=0,-2 -AddOccupy3=1,-1 -AddOccupy4=1,-2 -AddOccupy5=2,-1 - -;St. Louis Stadium -[CASTL05F] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -DamageFireOffset0=22,-12 -DamageFireOffset1=38,-38 -DamageFireOffset2=88,44 -CanHideThings=true -CanBeHidden=false -OccupyHeight=2 -AddOccupy1=0,-1 -AddOccupy2=0,-2 -AddOccupy3=-1,-2 -AddOccupy4=1,-1 - -;St. Louis Stadium -[CASTL05G] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -DamageFireOffset0=6,42 -DamageFireOffset1=-56,-5 -CanHideThings=true -CanBeHidden=false -OccupyHeight=1 -AddOccupy1=-1,0 -AddOccupy2=-2,0 -AddOccupy3=-1,1 -AddOccupy4=-1,2 -AddOccupy5=-2,1 - -;St. Louis Stadium -[CASTL05H] -Foundation=4x4 -NewTheater=yes -DemandLoad=true -Height=6 -;Palette=City -DamageFireOffset0=-48,-4 -DamageFireOffset1=86,-8 -CanHideThings=true -CanBeHidden=false -OccupyHeight=4 -RemoveOccupy1=-2,-2 - -[CAPOL01E] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CAPOL01N] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CAPOL01S] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CAPOL01W] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CASIN01E] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CASIN01W] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CASIN01S] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CASIN01N] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CARUS01] -Normalized=yes -Remapable=no -Foundation=4x4 -Height=8 -;Buildup=CAHOSP -NewTheater=yes -;ActiveAnim=CAWSH12A -;ActiveAnimZAdjust=-100 -DemandLoad=true -MuzzleFlash0=40,42 ; these are pixel offsets for muzzle flashes from center of base -MuzzleFlash1=-40,64 -MuzzleFlash2=-2,-11 -MuzzleFlash3=-31,0 -MuzzleFlash4=30,64 -MuzzleFlash5=-33,35 -MuzzleFlash6=-72,46 -MuzzleFlash7=0,-51 -MuzzleFlash8=-5,79 -MuzzleFlash9=-58,47 -CanBeHidden=False -OccupyHeight=5 -DamageFireOffset0=-15,38 -DamageFireOffset1=46,49 -AddOccupy1=-4,-4 -RemoveOccupy1=-2,1 -RemoveOccupy2=-3,0 -RemoveOccupy3=-3,-1 -RemoveOccupy4=2,-1 -RemoveOccupy5=1,-2 -RemoveOccupy6=0,-3 - -[CARUS01D] -;Image=CARUS01D -Layer=ground -NewTheater=yes -Rate=320 -DemandLoad=true -Shadow=yes -AltPalette=yes ; use the unit palete - -;END of NEW Stuff - - - -[BOXES01] -Foundation=1x1 -Theater=yes - -[BOXES02] -Foundation=1x1 -Theater=yes - -[BOXES03] -Foundation=1x1 -Theater=yes - -[BOXES04] -Foundation=1x1 -Theater=yes - -[BOXES05] -Foundation=1x1 -Theater=yes - -[BOXES06] -Foundation=1x1 -Theater=yes - -[BOXES07] -Foundation=1x1 -Theater=yes - -[BOXES08] -Foundation=1x1 -Theater=yes - -[BOXES09] -Foundation=1x1 -Theater=yes - -[ICE01] -Foundation=2x2 -Theater=yes - -[ICE02] -Foundation=1x2 -Theater=yes - -[ICE03] -Foundation=2x1 -Theater=yes - -[ICE04] -Foundation=1x1 -Theater=yes - -[ICE05] -Foundation=1x1 -Theater=yes - -[TIBTRE01] -Theater=yes -Foundation=1x1 - -[TIBTRE02] -Theater=yes -Foundation=1x1 - -[TIBTRE03] -Theater=yes -Foundation=1x1 - -[TREE01] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE02] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE03] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE04] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE05] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE06] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE07] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE08] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE09] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE10] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE11] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE12] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE13] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE14] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE15] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE16] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE17] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE18] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE19] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE20] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE21] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE22] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE23] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE24] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE25] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE26] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE27] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE28] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE29] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE30] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE31] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE32] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE33] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE34] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE35] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[TREE36] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[HDSTN01] -Theater=yes -Foundation=1x1 -;DemandLoad=true - -[LT_GEN01] -Theater=yes -Foundation=1x1 - -[LT_GEN02] -Theater=yes -Foundation=1x1 - -[LT_GEN03] -Theater=yes -Foundation=1x1 - -[LT_GEN04] -Theater=yes -Foundation=1x1 - -[LT_SGN01] -Theater=yes -Foundation=1x1 - -[LT_SGN02] -Theater=yes -Foundation=1x1 - -[LT_SGN03] -Theater=yes -Foundation=1x1 - -[LT_SGN04] -Theater=yes -Foundation=1x1 - -[LT_EUR01] -Theater=yes -Foundation=1x1 - -[LT_EUR02] -Theater=yes -Foundation=1x1 - -[POLE01] -Theater=yes -Foundation=1x1 - -[POLE02] -Theater=yes -Foundation=1x1 - -[CASIN03E] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CASIN03S] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CAURB01] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CAURB02] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[CAURB03] -Foundation=1x1 -NewTheater=yes -DemandLoad=true -;Palette=City - -[SIGN01] -Theater=yes -Foundation=1x1 - -[SIGN02] -Theater=yes -Foundation=1x1 - -[SIGN03] -Theater=yes -Foundation=1x1 - -[SIGN04] -Theater=yes -Foundation=1x1 - -[SIGN05] -Theater=yes -Foundation=1x1 - -[SIGN06] -Theater=yes -Foundation=1x1 - -[TRFF01] -Theater=yes -Foundation=1x1 - -[TRFF02] -Theater=yes -Foundation=1x1 - -[TRFF03] -Theater=yes -Foundation=1x1 - -[TRFF04] -Theater=yes -Foundation=1x1 - -[SPKR01] -Theater=yes -Foundation=1x1 - -; Smudges listed here -[CRATER01] -Theater=yes - -[CRATER02] -Theater=yes - -[CRATER03] -Theater=yes - -[CRATER04] -Theater=yes - -[CRATER05] -Theater=yes - -[CRATER06] -Theater=yes - -[CRATER07] -Theater=yes - -[CRATER08] -Theater=yes - -[CRATER09] -Theater=yes - -[CRATER10] -Theater=yes - -[CRATER11] -Theater=yes - -[CRATER12] -Theater=yes - -[BURNT01] -Theater=yes - -[BURNT02] -Theater=yes - -[BURNT03] -Theater=yes - -[BURNT04] -Theater=yes - -[BURNT05] -Theater=yes - -[BURNT06] -Theater=yes - -[BURNT07] -Theater=yes - -[BURNT08] -Theater=yes - -[BURNT09] -Theater=yes - -[BURNT10] -Theater=yes - -[BURNT11] -Theater=yes - -[BURNT12] -Theater=yes - -;[CR1] -;Theater=yes - -;[CR2] -;Theater=yes - -;[CR3] -;Theater=yes - -;[CR4] -;Theater=yes - -;[CR5] -;Theater=yes - -;[CR6] -;Theater=yes - -;[BURN01] -;Theater=yes - -;[BURN02] -;Theater=yes - -;[BURN03] -;Theater=yes - -;[BURN04] -;Theater=yes - -;[BURN05] -;Theater=yes - -;[BURN06] -;Theater=yes - -;[BURN07] -;Theater=yes - -;[BURN08] -;Theater=yes - -;[BURN09] -;Theater=yes - -;[BURN10] -;Theater=yes - -;[BURN11] -;Theater=yes - -;[BURN12] -;Theater=yes - -;[BURN13] -;Theater=yes - -;[BURN14] -;Theater=yes - -;[BURN15] -;Theater=yes - -;[BURN16] -;Theater=yes - -[BRIDGE] -Theater=yes - -[BRIDGB] -Theater=yes - -[CRATE] -Theater=yes - -[WCRATE] -Theater=yes - -[RAILBRDG] -Theater=yes - -[TIB01] -Theater=yes - -[TIB02] -Theater=yes - -[TIB03] -Theater=yes - -[TIB04] -Theater=yes - -[TIB05] -Theater=yes - -[TIB06] -Theater=yes - -[TIB07] -Theater=yes - -[TIB08] -Theater=yes - -[TIB09] -Theater=yes - -[TIB10] -Theater=yes - -[TIB11] -Theater=yes - -[TIB12] -Theater=yes - -[TIB13] -Theater=yes - -[TIB14] -Theater=yes - -[TIB15] -Theater=yes - -[TIB16] -Theater=yes - -[TIB17] -Theater=yes - -[TIB18] -Theater=yes - -[TIB19] -Theater=yes - -[TIB20] -Theater=yes - -[GEM01] -Theater=yes - -[GEM02] -Theater=yes - -[GEM03] -Theater=yes - -[GEM04] -Theater=yes - -[GEM05] -Theater=yes - -[GEM06] -Theater=yes - -[GEM07] -Theater=yes - -[GEM08] -Theater=yes - -[GEM09] -Theater=yes - -[GEM10] -Theater=yes - -[GEM11] -Theater=yes - -[GEM12] -Theater=yes - -[TRACKS01] -Theater=yes -DemandLoad=true - -[TRACKS02] -Theater=yes -DemandLoad=true - -[TRACKS03] -Theater=yes -DemandLoad=true - -[TRACKS04] -Theater=yes -DemandLoad=true - -[TRACKS05] -Theater=yes -DemandLoad=true - -[TRACKS06] -Theater=yes -DemandLoad=true - -[TRACKS07] -Theater=yes -DemandLoad=true - -[TRACKS08] -Theater=yes -DemandLoad=true - -[TRACKS09] -Theater=yes -DemandLoad=true - -[TRACKS10] -Theater=yes -DemandLoad=true - -[TRACKS11] -Theater=yes -DemandLoad=true - -[TRACKS12] -Theater=yes -DemandLoad=true - -[TRACKS13] -Theater=yes -DemandLoad=true - -[TRACKS14] -Theater=yes -DemandLoad=true - -[TRACKS15] -Theater=yes -DemandLoad=true - -[TRACKS16] -Theater=yes -DemandLoad=true - -[SROCK01] -Theater=yes - -[SROCK02] -Theater=yes - -[SROCK03] -Theater=yes - -[SROCK04] -Theater=yes - -[SROCK05] -Theater=yes - -[TROCK01] -Theater=yes - -[TROCK02] -Theater=yes - -[TROCK03] -Theater=yes - -[TROCK04] -Theater=yes - -[TROCK05] -Theater=yes - -[LUNRK1] -Theater=yes - -[LUNRK2] -Theater=yes - -[LUNRK3] -Theater=yes - -[LUNRK4] -Theater=yes - -[LUNRK5] -Theater=yes - -[LUNRK6] -Theater=yes - -[FENCE01] -Theater=yes - -[FENCE02] -Theater=yes - -[FENCE03] -Theater=yes - -[FENCE04] -Theater=yes - -[FENCE05] -Theater=yes - -[FENCE06] -Theater=yes - -[FENCE07] -Theater=yes - -[FENCE08] -Theater=yes - -[FENCE09] -Theater=yes - -[FENCE10] -Theater=yes - -[FENCE11] -Theater=yes - -[FENCE12] -Theater=yes - -[FENCE13] -Theater=yes - -[FENCE14] -Theater=yes - -[FENCE15] -Theater=yes - -[FENCE16] -Theater=yes - -[FENCE17] -Theater=yes - -[FENCE18] -Theater=yes - -[FENCE19] -Theater=yes - -[FENCE20] -Theater=yes - -[FENCE21] -Theater=yes - -[FENCE22] -Theater=yes - -[TRTUNN01] -;TerrainPalette=yes -Theater=yes -;Foundation=0x0 -DemandLoad=true - -[TRTUNN02] -;TerrainPalette=yes -Theater=yes -;Foundation=0x0 -DemandLoad=true - -[TRTUNN03] -;TerrainPalette=yes -Theater=yes -;Foundation=0x0 -DemandLoad=true - -[TRTUNN04] -;TerrainPalette=yes -Theater=yes -;Foundation=0x0 -DemandLoad=true - -[VEINS] -Theater=yes -DemandLoad=true - -;gs[VEINHOLE] -;gsTheater=yes - -;gs[VEINATAC] -;gsTheater=yes -;gsRate=300 -;gsLoopStart=0 -;gsLoopEnd=12 -;gsLoopCount=-1 -;gsIsVeins=true -;gsDemandLoad=true - -[LOBRDG01] -Theater=yes -DemandLoad=true - -[LOBRDG02] -Theater=yes -DemandLoad=true - -[LOBRDG03] -Theater=yes -DemandLoad=true - -[LOBRDG04] -Theater=yes -DemandLoad=true - -[LOBRDG05] -Theater=yes -DemandLoad=true - -[LOBRDG06] -Theater=yes -DemandLoad=true - -[LOBRDG07] -Theater=yes -DemandLoad=true - -[LOBRDG08] -Theater=yes -DemandLoad=true - -[LOBRDG09] -Theater=yes -DemandLoad=true - -[LOBRDG10] -Theater=yes -DemandLoad=true - -[LOBRDG11] -Theater=yes -DemandLoad=true - -[LOBRDG12] -Theater=yes -DemandLoad=true - -[LOBRDG13] -Theater=yes -DemandLoad=true - -[LOBRDG14] -Theater=yes -DemandLoad=true - -[LOBRDG15] -Theater=yes -DemandLoad=true - -[LOBRDG16] -Theater=yes -DemandLoad=true - -[LOBRDG17] -Theater=yes -DemandLoad=true - -[LOBRDG18] -Theater=yes -DemandLoad=true - -[LOBRDG19] -Theater=yes -DemandLoad=true - -[LOBRDG20] -Theater=yes -DemandLoad=true - -[LOBRDG21] -Theater=yes -DemandLoad=true - -[LOBRDG22] -Theater=yes -DemandLoad=true - -[LOBRDG23] -Theater=yes -DemandLoad=true - -[LOBRDG24] -Theater=yes -DemandLoad=true - -[LOBRDG25] -Theater=yes -DemandLoad=true - -[LOBRDG26] -Theater=yes -DemandLoad=true - -[LOBRDG27] -Theater=yes -DemandLoad=true - -[LOBRDG28] -Theater=yes -DemandLoad=true - -[LOBRDGE1] -Theater=yes -DemandLoad=true - -[LOBRDGE2] -Theater=yes -DemandLoad=true - -[LOBRDGE3] -Theater=yes -DemandLoad=true - -[LOBRDGE4] -Theater=yes -DemandLoad=true - - -[LOBRDB01] -Theater=yes -DemandLoad=true - -[LOBRDB02] -Theater=yes -DemandLoad=true - -[LOBRDB03] -Theater=yes -DemandLoad=true - -[LOBRDB04] -Theater=yes -DemandLoad=true - -[LOBRDB05] -Theater=yes -DemandLoad=true - -[LOBRDB06] -Theater=yes -DemandLoad=true - -[LOBRDB07] -Theater=yes -DemandLoad=true - -[LOBRDB08] -Theater=yes -DemandLoad=true - -[LOBRDB09] -Theater=yes -DemandLoad=true - -[LOBRDB10] -Theater=yes -DemandLoad=true - -[LOBRDB11] -Theater=yes -DemandLoad=true - -[LOBRDB12] -Theater=yes -DemandLoad=true - -[LOBRDB13] -Theater=yes -DemandLoad=true - -[LOBRDB14] -Theater=yes -DemandLoad=true - -[LOBRDB15] -Theater=yes -DemandLoad=true - -[LOBRDB16] -Theater=yes -DemandLoad=true - -[LOBRDB17] -Theater=yes -DemandLoad=true - -[LOBRDB18] -Theater=yes -DemandLoad=true - -[LOBRDB19] -Theater=yes -DemandLoad=true - -[LOBRDB20] -Theater=yes -DemandLoad=true - -[LOBRDB21] -Theater=yes -DemandLoad=true - -[LOBRDB22] -Theater=yes -DemandLoad=true - -[LOBRDB23] -Theater=yes -DemandLoad=true - -[LOBRDB24] -Theater=yes -DemandLoad=true - -[LOBRDB25] -Theater=yes -DemandLoad=true - -[LOBRDB26] -Theater=yes -DemandLoad=true - -[LOBRDB27] -Theater=yes -DemandLoad=true - -[LOBRDB28] -Theater=yes -DemandLoad=true - -[LOBRDGB1] -Theater=yes -DemandLoad=true - -[LOBRDGB2] -Theater=yes -DemandLoad=true - -[LOBRDGB3] -Theater=yes -DemandLoad=true - -[LOBRDGB4] -Theater=yes -DemandLoad=true - - -[FPLS] - -;[WCRATE] - -;[WWCRATE] - -;[SCRATE] - - -; *** Infantry Sequences *** -; Infantry animations are grouped within a single art file. -; Unlike units, infantry animation layout is completely -; arbitrary and must be explicitly specified. Each -; infantry format file will be identified with one of these -; animation sequences. -; -; The first number is the starting frame number. The second -; number is the number of frames of the animation. If this -; number is zero then the anim sequence is not present. -; The third number is the multiplier by the infantry facing -; to reach the facing specific animation start. If this -; last number is zero, then there is no facing specific -; version. -; -; Ready = standing around -; Guard = standing around with weapon drawn -; Prone = while prone -; Walk = walking [normal movement] -; FireUp = firing while standing -; Down = transition from standing to prone -; Crawl = moving while prone -; Up = transition from prone to standing -; FireProne = firing while prone -; Idle1 = idle animation sequence #1 -; Idle2 = idle animation sequence #2 -; Die1 = death animation when hit by gunfire -; Die2 = death animation when exploding -; Die3 = death animation when exploding (alternate) -; Die4 = death animation by concussion explosion -; Die5 = death animatino by fire -; Fly = [jumpjet] flying -; Hover = [jumpjet] hovering -; Tumble = [jumpjet] tumbling -; FireFly = [jumpjet] firing while flying -; Deploy = [gi] deploying -; Deployed = [gi] deployed still frame -; DeployFire = [gi] fire while deployed -; DeployIdle = [gi] idle animation while deployed -; Undeploy = [gi] undeploying -; SecondaryFire = special anim for firing secondary weapon -; SecondaryProne = special anim for firing secondary weapon while prone - - -[DoggieSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=74,1,0 -Walk=8,6,6 -FireUp=56,4,4 -Down=88,3,0 -Crawl=0,0,0 -Up=89,1,0 -FireProne=0,0,0 -Idle1=91,8,0,S -Idle2=91,8,0,S -Die1=99,10,0 -Die2=99,10,0 -Die3=99,10,0 -Die4=99,10,0 -Die5=109,10,0 -Cheer=91,8,0,S - -[ConSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=164,6,6 -Down=260,2,2 -Crawl=86,6,6 -Up=276,2,2 -FireProne=212,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -;Cheer=56,15,0,W -Cheer=293,8,0,E -Paradrop=292,1,0 -Panic=8,6,6 - -[HeroOneSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=164,6,6 -Down=260,2,2 -Crawl=86,6,6 -Up=276,2,2 -FireProne=212,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -;Cheer=56,15,0,W -Cheer=71,15,0,E -Paradrop=292,1,0 -Panic=8,6,6 - -[HeroTwoSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=164,6,6 -Down=260,2,2 -Crawl=86,6,6 -Up=276,2,2 -FireProne=212,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -;Cheer=56,15,0,W -Cheer=56,15,0,S -Paradrop=292,1,0 -Panic=8,6,6 - -[SlaveSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=86,15,0 -Die2=101,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Shovel=116,6,6 -FireUp=164,8,8 -Carry=228,6,6 -Cheer=276,8,0,E -Prone=0,1,1;can't crawl, but need listing for spy -Down=0,1,1 -Crawl=8,6,6 -Up=0,1,1 -FireProne=164,8,8 -Paradrop=0,1,1 -Panic=8,6,6 -FireUpSounds= 2 SlaveAttack - -[FlakSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=165,1,6 -Walk=8,6,6 -FireUp=116,6,6 -Down=213,2,2 -Crawl=165,6,6 -Up=229,2,2 -FireProne=245,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=86,15,0 -Die2=101,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=293,8,0,E -Paradrop=164,1,0 -Panic=8,6,6 - -[E1Sequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=164,6,6 -Down=260,2,2 -Crawl=86,6,6 -Up=276,2,2 -FireProne=212,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=56,15,0,S -Paradrop=0,1,0 -Panic=8,6,6 - -[EngineerSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=164,6,6 -Down=212,2,2 -Crawl=86,6,6 -Up=228,2,2 -FireProne=164,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Paradrop=244,1,0 -Cheer=245,8,0,E -Panic=8,6,6 - -;me no crawls, me too stupid -[TerroristSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=0,1,1 ;No Crawls can't crawl, but spy needs this listing -Walk=8,6,6 -;FireUp=116,6,6 -Down=8,2,6 ;No Crawls can't crawl, but spy needs this listing -Crawl=8,6,6 ;No Crawls can't crawl, but spy needs this listing -Up=8,2,6 ;No Crawls can't crawl, but spy needs this listing -;FireProne=116,6,6 ;No Crawls can't crawl, but spy needs this listing -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=86,15,0 -Die2=101,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Paradrop=179,1,0 -Cheer=180,8,0,E -FireUp=164,6,6 -FireProne=164,6,6 -Deploy=164,15,0 -Panic=8,6,6 - -[SpySequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=0,1,1 -Down=164,2,2 -Crawl=86,6,6 -Up=180,2,2 -FireProne=86,1,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -;Cheer=196,8,0,W -Cheer=196,8,0,E -Panic=8,6,6 - -[SealSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Crawl=86,6,6 -Prone=86,1,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=212,6,6 -Down=260,2,2 -Up=276,2,2 -Paradrop=602,1,0 -Cheer=603,8,0,E -Tread=340,6,6 -Swim=388,6,6 -WetAttack=436,6,6 -WetIdle1=484,15,0,S -WetIdle2=499,15,0,E -WetDie1=514,15,0 -WetDie2=529,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Panic=8,6,6 - -[ComandoSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Crawl=86,6,6 -Prone=86,1,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=212,6,6 -Down=260,2,2 -Up=276,2,2 -Paradrop=0,1,0 -Cheer=340,8,0,E -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Panic=8,6,6 - -[PsiTroopSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Crawl=86,6,6 -Prone=86,1,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=212,6,6 -Down=260,2,2 -Up=276,2,2 -Paradrop=0,1,0 -Cheer=307,8,0,E -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Panic=8,6,6 -Deploy=292,7,0 -Deployed=299,2,0 ; middle frame of deploy -Undeploy=301,6,0 - -[TanyaSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Crawl=86,6,6 -Prone=86,1,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=212,6,6 -Down=260,2,2 -Up=276,2,2 -Paradrop=602,1,0 -Cheer=603,8,0,E -Tread=410,6,6 -Swim=506,6,6 -WetAttack=554,6,6 -WetIdle1=292,15,0,S -WetIdle2=307,15,0,E -WetDie1=322,20,0 -WetDie2=342,20,0 -Panic=8,6,6 - -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 - -[BorisSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=169,6,6 -Down=265,2,2 -Crawl=91,6,6 -Up=281,2,2 -FireProne=217,6,6 -Idle1=56,15,0,S -Idle2=71,20,0,E -Die1=139,15,0 -Die2=154,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -;Cheer=56,15,0,W -Cheer=297,8,0,E -Paradrop=292,1,0 -Panic=8,6,6 -SecondaryFire=401,1,1;305,12,12 -SecondaryProne=217,6,6;401,1,1;305,12,12 - -[ClegSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=0,1,1 -Down=0,1,1 -Crawl=0,1,1 -Walk=117,6,6 -Up=0,1,1 -Idle1=8,15,0,S -Idle2=23,15,0,E -Die1=38,15,0 -Die2=53,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -FireUp=68,6,6 -FireProne=68,6,6 -Paradrop=116,1,0 -Cheer=166,8,0,E -Panic=8,6,6 - -[DesoSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Prone=86,1,6 -Crawl=86,6,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=212,6,6 -Down=260,2,2 -Up=276,2,2 -Deploy=299,15,0 -Deployed=298,1,0 -DeployedFire=292,7,0 -Undeploy=0,1,1 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=56,15,0,S -Panic=8,6,6 - -[GISequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=164,6,6 -Down=260,2,2 -Crawl=86,6,6 -Up=276,2,2 -FireProne=212,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Deploy=300,15,0 -Deployed=292,1,1 -DeployedFire=315,6,6 -DeployedIdle=0,0,0 -Undeploy=276,2,2 -Paradrop=363,1,0 -Cheer=364,8,0,E -Panic=8,6,6 - -[GuardianGISequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=204,6,6 -Down=164,2,2 -Crawl=86,6,6 -Up=180,2,2 -FireProne=252,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Deploy=300,15,0 -Deployed=315,1,1 -DeployedFire=323,6,6 -DeployedIdle=0,0,0 -Undeploy=180,2,2 -Paradrop=371,1,0 -Cheer=196,8,0,E -Panic=8,6,6 -;DeployedSounds= 0 GuardianGiDeploy - -[GenericMDSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Prone=86,1,6 -Crawl=86,6,6 -Die1=134,15,0 -Die2=149,15,0 -Down=164,2,2 -Up=180,2,2 -Cheer=196,8,0,E -FireUp=204,6,6 -FireProne=252,6,6 -Paradrop=300,1,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Panic=8,6,6 - -[LangIdleMDSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,20,0,E -Prone=91,1,6 -Crawl=91,6,6 -Die1=139,15,0 -Die2=154,15,0 -Down=169,2,2 -Up=185,2,2 -Cheer=201,8,0,E -FireUp=209,6,6 -FireProne=257,6,6 -Paradrop=305,1,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Panic=8,6,6 - -[BruteSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=0,1,1 -Walk=8,6,6 -FireUp=116,10,10 -SecondaryFire=196,10,10 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=86,15,0 -Die2=101,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=276,8,0,E -Panic=8,6,6 -Paradrop=284,1,0 - -;[COWSequence] -;Ready=0,1,1 -;Guard=0,1,1 -;Prone=0,1,1 -;Walk=8,6,6 -;Down=0,1,1 -;Crawl=8,6,6; spy needs this -;Up=0,1,1 -;Idle1=56,15,0,W -;Idle2=71,15,0,E -;Die1=86,15,0 -;Die2=101,15,0 -;Die3=0,1,1 -;Die4=0,1,1 -;Die5=0,1,1 -;Cheer=56,15,0,W - -;[GatorSequence] -;Ready=0,1,1 -;Guard=0,1,1 -;Prone=0,1,1 -;Walk=8,6,6 -;Down=0,1,1 -;Crawl=8,6,6; spy needs this -;Up=0,1,1 -;Idle1=56,15,0,W -;Idle2=71,15,0,E -;Die1=86,15,0 -;Die2=101,15,0 -;FireUp=116,6,6 -;Die3=0,1,1 -;Die4=0,1,1 -;Die5=0,1,1 -;Cheer=56,15,0,W - -[AnimalSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=0,1,1 -Walk=8,6,6 -Down=0,1,1 -Crawl=8,6,6; spy needs this -Up=0,1,1 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=86,15,0 -Die2=101,15,0 -FireUp=116,6,6 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=71,15,0,E -Panic=8,6,6 - -;me no crawls, me too stupid -[MummySequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=0,1,1 ;No Crawls can't crawl, but spy needs this listing -Walk=8,6,6 -;FireUp=116,6,6 -Down=8,2,6 ;No Crawls can't crawl, but spy needs this listing -Crawl=8,6,6 ;No Crawls can't crawl, but spy needs this listing -Up=8,2,6 ;No Crawls can't crawl, but spy needs this listing -;FireProne=116,6,6 ;No Crawls can't crawl, but spy needs this listing -Idle1=56,15,0,E -Idle2=71,15,0,SE -Die1=86,15,0 -Die2=101,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Paradrop=0,1,1 -Cheer=56,15,0,E -FireUp=116,6,6 -FireProne=0,1,1 -Deploy=0,1,1 -Panic=8,6,6 - -[TrexSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=0,1,1 -Walk=8,6,6 -Down=0,1,1 -Crawl=8,6,6; spy needs this -Up=0,1,1 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=86,15,0 -Die2=101,15,0 -FireUp=116,12,12 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=56,15,0,S -Panic=8,6,6 -Idle2Sounds= 6 TrexRoar -Die1Sounds= 9 TrexDie -Die2Sounds= 9 TrexDie -WalkSounds= 2 TrexFoot -CrawlSounds= 2 TrexFoot - -[BrontSequence] -Ready=0,6,6 -Guard=0,6,6 -Prone=0,6,6 -Walk=48,6,6 -Down=0,1,1 -Crawl=48,6,6; spy needs this -Up=0,1,1 -Idle1=96,40,0,W -Idle2=136,40,0,S -Die1=176,40,0 -Die2=216,35,0 -FireUp=116,6,6 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=136,40,0,S -Panic=48,6,6 -;Idle2Sounds= 6 TrexRoar -;Die1Sounds= 9 TrexDie -;Die2Sounds= 9 TrexDie -;WalkSounds= 2 TrexFoot -;CrawlSounds= 2 TrexFoot - -[YuriSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Prone=86,1,6 -Crawl=86,6,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=212,6,6 -Down=260,2,2 -Up=276,2,2 -;Deploy=292,15,0;what artist said -Deploy=292,7,0 -Deployed=299,2,0 ; middle frame of deploy -Undeploy=301,6,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Paradrop=307,1,0 -Cheer=308,8,0,S -Panic=8,6,6 - -[YuriPrSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Prone=86,1,6 -Crawl=86,6,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=212,6,6 -Down=260,2,2 -Up=276,2,2 -;Deploy=292,15,0;what artist said -Deploy=292,7,0 -Deployed=299,2,0 ; middle frame of deploy -Undeploy=301,6,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=307,8,0,E -Panic=8,6,6 - -[YuriXSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Prone=86,1,6 -Crawl=86,6,6 -Die1=134,20,0 -Die2=154,15,0 -FireUp=169,6,6 -FireProne=217,6,6 -Down=260,2,2 -Up=276,2,2 -Deploy=265,7,0 -Deployed=272,2,0 ; middle frame of deploy -Undeploy=274,6,0 -;Deploy=292,7,0 -;Deployed=299,2,0 ; middle frame of deploy -;Undeploy=301,6,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=280,8,0,E -Panic=8,6,6 -Paradrop=0,1,1 - -Tread=0,1,1 ;gs to make Yuri prime go over water, he needs to be like Tanya; just fool the swim frames and it will work perfectly -Swim=8,6,6 -WetAttack=169,6,6 -WetIdle1=56,15,0,S -WetIdle2=71,15,0,E -WetDie1=134,20,0 -WetDie2=154,15,0 - -[IvanSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Prone=86,1,6 -Crawl=86,6,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=164,6,6 -Down=212,2,2 -Up=228,2,2 -Deploy=244,15,0 ; ### Bad/missing frames in Ivan -Deployed=257,1,0 -Undeploy=257,1,0 -;Deploy=164,6,0 -;Deployed=169,1,0 -;Undeploy=169,1,0 -Cheer=259,8,0,E -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Panic=8,6,6 - -[CIvanSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Prone=86,1,6 -Crawl=86,6,6 -Die1=134,15,0 -Die2=149,15,0 -FireUp=164,6,6 -FireProne=164,6,6 -Down=212,2,2 -Up=228,2,2 -Deploy=244,15,0 ; ### Bad/missing frames in Ivan -Deployed=257,1,0 -Undeploy=257,1,0 -;Deploy=164,6,0 -;Deployed=169,1,0 -;Undeploy=169,1,0 -Cheer=259,8,0,E -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Panic=8,6,6 - -[DogSequence] -Ready=0,1,1 -Guard=0,1,1 -Walk=8,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Prone=0,1,1 ;Dog can't crawl, but spy needs this listing -Crawl=8,6,6 -Die1=86,15,0 -Die2=101,15,0 -FireUp=116,6,6 -FireProne=116,6,6 -Down=8,2,6 -Up=8,2,6 -Cheer=164,8,0,E -Panic=8,6,6 - -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 - -[MedicSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=86,1,6 -Walk=8,6,6 -FireUp=292,15,0 -Down=260,2,2 -Crawl=86,6,6 -Up=276,2,2 -FireProne=292,15,0 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=56,15,0,S -Panic=8,6,6 - -[RocketeerSequence] -Ready=0,1,1 -Guard=0,1,1 -;Ready=292,6,6 -;Guard=292,6,6 -Prone=86,1,6 -Walk=8,6,6 -FireUp=164,6,6 -Down=260,2,2 -Crawl=86,6,6 -Up=276,2,2 -FireProne=212,6,6 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=134,15,0 -Die2=149,15,0 -Die3=0,0,0 -Die4=0,0,0 -Die5=0,0,0 -Fly=292,6,6 -Hover=292,6,6 -FireFly=370,6,6 -Tumble=340,15,0 -AirDeathStart=340,8,0;gs a split of Tumble, which is unused -AirDeathFalling=348,1,0 -AirDeathFinish=349,6,0 -Paradrop=418,1,0 -Cheer=419,8,0,E -Panic=8,6,6 - -[CivGunSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=182,1,6 -Walk=8,6,6 -FireUp=86,6,6 -Down=0,1,1 -Crawl=182,6,6 -Up=0,1,1 -FireProne=86,6,6 -Idle1=56,15,0,S -Idle2=0,1,1,E -Die1=71,15,0 -Die2=0,1,1 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=56,15,0,S -Paradrop=0,1,0 -Panic=134,6,6 - -[GenSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=134,1,6 -Walk=8,6,6 -FireUp=86,6,6 -Down=198,2,2 -Crawl=134,6,6 -Up=182,2,2 -FireProne=214,6,6 -Idle1=56,15,0,W -Idle2=0,1,1,E -Die1=71,15,0 -Die2=0,1,1 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=56,15,0,W -Paradrop=0,1,0 -Panic=8,6,6 - -[CivSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=134,1,6 -Walk=8,6,6 -FireUp=0,1,1 -Down=0,1,1 -Crawl=134,6,6 -Up=0,1,1 -FireProne=0,1,1 -Idle1=56,15,0,W -Idle2=0,1,1,E -Die1=71,15,0 -Die2=0,1,1 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=56,15,0,W -Paradrop=0,1,0 -Panic=86,6,6 - -[EinsSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=0,1,1 -;Walk=8,6,6 -Walk=133,6,6 -FireUp=0,1,1 -Down=0,1,1 -Crawl=0,1,1 -Up=0,1,1 -FireProne=0,1,1 -Idle1=56,15,0,S -Idle2=71,15,0,E -Die1=118,15,0 -Die2=0,1,1 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=56,15,0,S -Paradrop=0,1,0 -Panic=8,6,6 - -[Civ2Sequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=182,1,6 -Walk=8,6,6 -FireUp=86,6,6 -Down=0,1,1 -Crawl=182,6,6 -Up=0,1,1 -FireProne=0,1,1 -Idle1=56,15,0,W -Idle2=0,1,1,E -Die1=71,15,0 -Die2=0,1,1 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=230,8,0,E -Paradrop=0,1,0 -Panic=134,6,6 - -[TechSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=182,1,6 -Walk=8,6,6 -FireUp=84,6,6 -Down=0,1,1 -Crawl=180,6,6 -Up=0,1,1 -FireProne=0,1,1 -Idle1=56,15,0,S -Idle2=0,1,1,E -Die1=71,13,0 -Die2=0,1,1 -Die3=0,1,1 -Die4=0,1,1 -Die5=0,1,1 -Cheer=228,8,0,E -Paradrop=0,1,0 -Panic=132,6,6 - -[CyborgSequence] -Ready=0,1,1 -Guard=0,1,1 -Prone=110,1,9 -Walk=8,9,9 -FireUp=212,6,6 -Down=0,1,1 -Crawl=110,9,9 -Up=0,1,1 -FireProne=260,6,6 -Idle1=80,15,0,S -Idle2=95,15,0,E -Die1=182,15,0 -Die2=197,15,0 -Die3=0,0,0 -Die4=0,0,0 -Die5=0,0,0 -Cheer=80,15,0,S -Panic=8,6,6 - -; *** Projectile Objects *** -; Projectiles sometimes need additional information regarding their -; imagery. - -; Trailer = animation to spawn as the projectile moves [typically smoke] (def=none) -; Rotates = Does projectile have specific imagery according to facing (def=no)? -; Frames = number of image frames for animation purposes (def=1) -; SpawnDelay = number of frames between anim spawns (def=3) -; AnimPalette = Does it use the animation palette palette (def=no)? -[120MM] - -[PARABOMB] - -[MEDUSA] ; Aegis -;Trailer=DURASMOKE -UseLineTrail=yes ; SJM -LineTrailColor=208,208,208 ; SJM -LineTrailColorDecrement=12 ; SJM -SpawnDelay=2;was 1 -Rotates=yes - -[DRAGON] ; IFV, Patriot, etc. -;Trailer=SMOKEY2 -UseLineTrail=yes ; SJM -LineTrailColor=216,216,255 ; SJM -LineTrailColorDecrement=16 ; SJM -Rotates=yes - -[YURBLANK] -Trailer=YURICNTL - -[DREDMISS] -Trailer=DURASMOKE -SpawnDelay=2;1 -Rotates=yes - -[SUBT]; sub torp -Trailer=BBBLELRG -Voxel=yes -Flat=yes ; SJM: Blit with ZGRAD_GROUND. With luck, missile will appear to go under ships. - -[DRONP] -Rotates=yes - -[DOGP] -Rotates=yes - -[ADOGP] -Rotates=yes - -[SQDP] -Rotates=yes - -[MISLCHEM] -Trailer=SMOKEY2 -Voxel=yes - -[ZBOMB] -Voxel=yes - -[DOLY] -Voxel=yes - -[CBLC] -Voxel=yes - -[FTRK] -Voxel=yes - -[AMBU] -Voxel=yes - -[MISLMLTI] -Trailer=SMOKEY2 -Voxel=yes - -[TORPEDO];old plasma torp -AnimPalette=yes - -[NKMSLUP] ;Up pointing big ol nuke -Trailer=NUKEPUFF;V3TRAIL;SMOKEY2 - -[NKMSLDN] ; and down pointing -Trailer=;NUKEPUFF;V3TRAIL;SMOKEY2 ;gs if it has a trailer it comes out of its nose - -; *** Animation Overlays *** -; These are the temporary animations overlays that are used for such -; effects as explosions, smoke, and fire. - -; Theater = Is there theater specific art for this animation (def=no)? -; Normalized = Should the animation speed be adjusted to appear consistent (def=no)? -; Scorch = Does this animation scorch the ground [e.g., napalm does this] (def=no)? -; Flamer = Does this animation leave flames after it is gone [e.g., napalm] (def=no)? -; Crater = Does this form a crater [e.g., artillery does this] (def=no)? -; PsiWarning = Does this animation flicker in and out based on states of nearby Psychic Detectors (def=no)? -; Sticky = Animation sticks to unit in square (def=no)? -; Layer = PCG; The layer at which this animation resides. -; Useful options include [ground, air, top]. (def=air) -; Replaces the old "Surface" parameter. A "Surface" of "yes" is equal to a "Layer" of "ground". -; A "Surface" of "no" is equal to a "Layer" of "air". -; Flat = Is animation flat on the ground [helps with drawing logic to know this] (def=no)? -; Translucent = Is this animation translucent in appearence (def=no)? -; Translucency = percent of translucency to use [25, 50, 75% only] (def=none) -; Damage = damage to apply per minute to attached object [if any] (def=0) -; Rate = desired animation frames per minute (def=900) -; Report = sound effect to play when this animation plays (def=none) -; Next = animation to spawn when this animation completes [fire uses this to get smaller over time] (def=none> -; ;DetailLevel = The detail level that the game must be set to for this animation to play (def=0, 2 is high detail). -; Start = Frame to start this animation from. -; UseNormalLight = Does this anim always draw at 100% brightness? (def=no) -; YSortAdjust = Fudge to apply when sorting this object in it's layer (def=0). -; ZAdjust = Fudge to apply to object. Can be used to make an animation always appear on top, for ex. (def=0) -; AltPalette = Does it use an alternate drawing palette (def=no)? -; <<< these values are needed if the animation loops >>> -; LoopCount = number of times this animation loops before ending (def=0)? -; LoopStart = beginning frame of loop [if animation loops] -; LoopEnd = last frame of loop [if animation loops] (def=last frame of animation) -; <<< values used only for wave-based animations -; Angle = angle in degrees to use for the cone of effect (between 0 and 180 please) -; Rate = the formula for this is, the number of game frames between each animation frame will be equal to -; ticks_per_minute / rate. There are currently 15 ticks_per_second, so 900 ticks_per_minute. -; So a Rate of 300 would give 900/300, or 3 game frames between each step of animation -GEF - -; PCG. Clouds for weather machine. -[WCCLOUD1] -Rate=375 -Layer=Top -AltPalette=yes - -[WCCLOUD2] -Rate=375 -Layer=Top -AltPalette=yes - -[WCCLOUD3] -Rate=375 -Layer=Top -AltPalette=yes - -; PCG. Lightning bolts for weather machine. -[WCLBOLT1] -Layer=ground - -[WCLBOLT2] -Layer=ground - -[WCLBOLT3] -Layer=ground - -[BEACON] -Layer=ground -LoopCount=100 -Rate=60 - -[WAKE1] -;Theater=yes -Flat=yes -Layer=ground -Translucent=yes -Rate=120 -YSortAdjust=-288 -;YSortAdjust=-64 -;ZAdjust=1 -DemandLoad=true -DetailLevel=2 - -[WAKE2] -Theater=yes -Flat=yes -Layer=ground -Translucent=yes -Rate=120 -YSortAdjust=-64 -DemandLoad=true -DetailLevel=2 - -[STEAMPUF] -Flat=yes -Layer=ground -Translucent=yes - -[DROPPOD] -Rate=10 -Flat=yes -;DetailLevel=1 -Layer=ground -Translucent=yes - -[DROPPOD2] -Rate=10 -Flat=yes -;DetailLevel=1 -Layer=ground -Translucent=yes - -[DEATH_A] -Rate=10 -Flat=yes -;DetailLevel=1 -Layer=ground -AltPalette=yes ; use the unit palete - -[DEATH_B] -Rate=10 -Flat=yes -;DetailLevel=1 -Layer=ground -AltPalette=yes ; use the unit palete - -[DEATH_C] -Rate=10 -Flat=yes -;DetailLevel=1 -Layer=ground -AltPalette=yes ; use the unit palete - -[DEATH_D] -Rate=10 -Flat=yes -;DetailLevel=1 -Layer=ground -AltPalette=yes ; use the unit palete - -[DEATH_E] -Rate=10 -Flat=yes -;DetailLevel=1 -Layer=ground -AltPalette=yes ; use the unit palete - -[DEATH_F] -Rate=10 -Flat=yes -;DetailLevel=1 -Layer=ground -AltPalette=yes ; use the unit palete - -; RMK: animation for highlighting 'behind building' objects -[BEHIND] -Rate=200 -Start=1 -;GEFLoopStart=9 -LoopStart=1 -LoopEnd=18 -LoopCount=-1 -Layer=top -UseNormalLight=yes -ZAdjust=-512 -YSortAdjust=2000 -;Theater=yes -;DemandLoad=true - -[DBRIS1LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes -TrailerAnim=SMOKEY2 -TrailerSeperation=2 - -[DBRIS1SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - - -[DBRI-WM1] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRI-WM2] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRI-WM3] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRI-WM4] -Image=DBRI-WM1 -Elasticity=0.0 -MaxXYVel=15.0 -MinZVel=40.0 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRI-WM5] -Image=DBRI-WM2 -Elasticity=0.0 -MaxXYVel=5.0 -MinZVel=30.0 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRI-WM6] -Image=DBRI-WM3 -Elasticity=0.0 -MaxXYVel=10.0 -MinZVel=40.0 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS1HV] -Image=DBRIS1SM -Elasticity=0.0 -MaxXYVel=10.0 -MinZVel=40.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - - -[DBRIS2LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS2SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS2HV] -Image=DBRIS2LG -Elasticity=0.0 -MaxXYVel=5.0 -MinZVel=30.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS3LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS3SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS3HV] -Image=DBRIS3LG -Elasticity=0.0 -MaxXYVel=5.0 -MinZVel=40.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS4LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS4SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS5LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes -TrailerAnim=SMOKEY2 -TrailerSeperation=2 - -[DBRIS5SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS6LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS6SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS7LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS7SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS8LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes -TrailerAnim=SMOKEY2 -TrailerSeperation=2 - -[DBRIS8SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS9LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRIS9SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRS10LG] -Elasticity=0.0 -MaxXYVel=25.0 -MinZVel=25.0 -ExpireAnim=TWLT036 -Damage=20 -DamageRadius=80 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=220,600 -;DetailLevel=0 -Bouncer=yes - -[DBRS10SM] -Elasticity=0.0 -MaxXYVel=30.0 -MinZVel=20.0 -ExpireAnim=TWLT026 -Damage=10 -DamageRadius=50 -Warhead=HE -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -RandomRate=350,450 -;DetailLevel=0 -Bouncer=yes - -[TREESPRD] -Normalized=yes - -; Tesla Coil zap animation (infantry) -[ELECTRO] -Scorch=yes -Layer=ground -LoopEnd=3 -LoopCount=5 -;Next=FIRE1 -Report=InfantryZap - -[YURIDIE] -Scorch=yes -Layer=ground -Report=InfantryPsyCrush -;AltPalette=yes ; use the unit palete - -[BRUTDIE] -Scorch=yes -Layer=ground -Report=InfantryPsyCrush -;AltPalette=yes ; use the unit palete - -[NUKEDIE] -Scorch=yes -Layer=ground -Report=InfantryMelt - -[VIRUSD] -Scorch=yes -Layer=ground -Report=VirusVictimSwell -SpawnsParticle=VirusCloud1 -NumParticles=3 - -;GEF New stuff -;MakeInfantry means that upon completion of the anim, a new infantry will be created -;see list in rules.ini -;0 = Brute -[GENDEATH] -Layer=ground -Report=InfantryMelt -MakeInfantry=0 -Shadow=no -StartSound=GeneticMutatorActivate - -[WARPIN] -;Theater=yes -Flat=yes -Layer=ground -Translucent=yes -Rate=120 -YSortAdjust=-64 -;Report=ChronoLegionTeleport - -[WARPOUT] -;Theater=yes -Flat=yes -Layer=ground -Translucent=yes -Rate=120 -YSortAdjust=-64 -;Report=ChronoLegionTeleport - -[WARPAWAY] -;Image=RING1 -Translucent=yes -Layer=ground -Rate=300 -TranslucencyDetailLevel=1 -Flat=true -Report=ChronoLegionKill - - -; SAM site fire animation -[SAM-N] - -[SAM-NE] - -[SAM-NW] - -[SAM-E] - -[SAM-W] - -[SAM-SW] - -[SAM-SE] - -[SAM-S] - -;GEF cleaning up -;[DIG] -;Layer=ground - -[INFDIE] -Normalized=yes -Layer=ground - -;GEF cleaning up -;[DIRTEXPL] -;Normalized=yes -;Layer=ground -;Translucent=yes -;Report=EXPDIRT1 - -;[PULSGRNL] -;Normalized=yes -;Layer=ground -;Translucent=yes - -;[PULSGRNS] -;Normalized=yes -;Layer=ground -;Translucent=yes - -;[PULSREDL] -;Normalized=yes -;Layer=ground -;Translucent=yes - -;[PULSREDS] -;Normalized=yes -;Layer=ground -;Translucent=yes - -;[PULSWHTL] -;Normalized=yes -;Layer=ground -;Translucent=yes - -;[PULSWHTS] -;Normalized=yes -;Layer=ground -;Translucent=yes - -[PULSEFX1] -Normalized=yes -Layer=ground -Translucent=yes -UseNormalLight=yes -;AltPalette=yes -;Translucency=50 - -[PULSEFX2] -Normalized=yes -Layer=ground -Translucent=yes -UseNormalLight=yes -;AltPalette=yes -;Translucency=50 - -[EMP_FX01] -Normalized=yes -Layer=ground -UseNormalLight=yes -LoopCount=-1 - -;GEF cleaning up -; smoke used as landing zone marker -;[SMOKLAND] -;Normalized=yes -;Layer=ground -;LoopStart=72 -;LoopEnd=91 -;LoopCount=255 - -[SGRYSMK1] -Rate=500 -Normalized=yes -Translucent=yes - -; small sticky fire -[BURN-S] -Layer=ground -Sticky=yes -Damage=.03 -Rate=400 -LoopStart=30 -LoopEnd=62 -LoopCount=4 -UseNormalLight=yes -;Next=SMOKE_M -Translucency=25 - -; medium sticky fire -[BURN-M] -Layer=ground -Sticky=yes -Damage=.06 -Rate=400 -LoopStart=30 -LoopEnd=62 -LoopCount=4 -Next=BURN-S -UseNormalLight=yes -Translucency=25 - -; large sticky fire -[BURN-L] -Layer=ground -Sticky=yes -Damage=.06 -Rate=400 -LoopStart=30 -LoopEnd=62 -LoopCount=4 -Next=BURN-M -UseNormalLight=yes -Translucency=25 - -; parachute to attach to parachutists -[PARACH] -Rate=400 -LoopStart=20 -LoopEnd=39 -LoopCount=30 -AltPalette=yes ; use the unit palete -ZAdjust=-10 ; SJM: infantry are fudged by 10 towards camera so we must match this here - -; parachute bomb -[PARABOMB] -Rate=200 -LoopStart=7 -LoopCount=15 - -[TWLT026] -Normalized=yes -Translucent=yes -Report=ExplosionShard -UseNormalLight=yes -Crater=yes -Scorch=yes - -[TWLT036] -Normalized=yes -Translucent=yes -Report=Explosion06 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[TWLT050] -Normalized=yes -Translucent=yes -Report=Explosion07 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[TWLT070] -Normalized=yes -Translucent=yes -Report=Explosion09 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[TWLT070T] -Image=TWLT070 -Normalized=yes -Translucent=yes -TiberiumChainReaction=yes -Report=ExplosionShard -UseNormalLight=yes -Crater=yes -Scorch=yes - -[TWLT100] -Normalized=yes -Translucent=yes -Report=Explosion10 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[TWLT100I] -Image=TWLT100 -Normalized=yes -Translucency=50 -Report=Explosion11 -UseNormalLight=yes - -[RING1] -Translucent=no -Rate=300 -TranslucencyDetailLevel=1 -Flat=true - -[CDGAS] -Translucent=no -TranslucencyDetailLevel=1 -Flat=true -Rate=450 - -[NUKEANIM];nuke mushroom cloud explosion -Rate=400 -Report=NukeExplosion - -[NUKEBALL];nuke explosion buildup -Rate=500 -Crater=yes -ForceBigCraters=yes -;Next=NUKEANIM ; SJM: NUKEBALL now called from code, and NUKEANIM called from NUKE warhead -Report=NukeIntro - -[CHRONOAR] ; SJM: Chrono transfer SOURCE designated -;Translucency=0 -Rate=300 -;TranslucencyDetailLevel=1 -LoopStart=11 -LoopEnd=17 -LoopCount=-1 ; Code will stop animation when appropriate -StartSound=ChronosphereSelect - -[MINDANIM];gs played on Mind controlled fellows -LoopCount=-1 -Rate=300 - -[MINDANIMR];gs played on permanently Mind controlled fellows -LoopCount=-1 -Rate=300 - -[DISKRAY];gs played on floating disk while draining -LoopCount=-1 -Rate=200 -LoopStart=0 -LoopEnd=4 -StartSound=FloatingDiscStealLoop - -[PDFXCLD];gs Dominator giant head -Rate=300 - -[PDFXLOC];gs Dominator ring on ground -Rate=300 - -[CHRONOFD] ; SJM: Chrono transfer SOURCE activates -Translucency=25 -Rate=300 -TranslucencyDetailLevel=1 - -[CHRONOTG] ; SJM: Chrono transfer DESTINATION activates -Translucency=25 -Rate=300 -TranslucencyDetailLevel=1 -StartSound=ChronosphereMove - -[CHRONOSK] -Rate=150 -Flat=true -LoopStart=0 -LoopEnd=2 -LoopCount=1 -ZAdjust=-124 -YSortAdjust=100 - -[SQDG] ; SJM: squid grapple -Rate=100 -Layer=ground -AltPalette=yes ; Use the unit palette??? - -[SQDG_N] -LoopStart=9 -LoopEnd=19 -LoopCount=8 -Rate=600 -Layer=ground - -[SQDG_NE] -LoopStart=9 -LoopEnd=19 -LoopCount=8 -Rate=600 -Layer=ground - -[SQDG_E] -LoopStart=9 -LoopEnd=19 -LoopCount=8 -Rate=600 -Layer=ground - -[SQDG_SE] -LoopStart=9 -LoopEnd=19 -LoopCount=8 -Rate=600 -Layer=ground - -[SQDG_S] -LoopStart=9 -LoopEnd=19 -LoopCount=8 -Rate=600 -Layer=ground - -[SQDG_SW] -LoopStart=9 -LoopEnd=19 -LoopCount=8 -Rate=600 -Layer=ground - -[SQDG_W] -LoopStart=9 -LoopEnd=19 -LoopCount=8 -Rate=600 -Layer=ground - -[SQDG_NW] -LoopStart=9 -LoopEnd=19 -LoopCount=8 -Rate=600 -Layer=ground - -[SCHPDEPL] -Layer=ground -Shadow=yes -Rate=100 -StartSound=SeigeChopperDeploy - -[IONBEAM] -Translucent=yes -Rate=200 -Tiled=yes -TranslucencyDetailLevel=1 -Report=ChronosphereMove -Flat=true - -[CHRONOBM] -Translucent=yes -Rate=200 -Tiled=yes -TranslucencyDetailLevel=1 -Report=ChronosphereMove - -[S_BANG16] -Normalized=yes -Translucent=yes -Report=Explosion10 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_BANG24] -Normalized=yes -Translucent=yes -Report=Explosion10 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_BANG34] -Normalized=yes -Translucent=yes -Report=Explosion10 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_BANG48] -Normalized=yes -Translucent=yes -Report=Explosion11 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_BRNL20] -Normalized=yes -Translucent=yes -Report=Explosion12 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_BRNL30] -Normalized=yes -Translucent=yes -Report=Explosion12 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_BRNL40] -Normalized=yes -Translucent=yes -Report=Explosion12 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_BRNL58] -Normalized=yes -Translucent=yes -Report=Explosion12 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_CLSN16] -Normalized=yes -Translucent=yes -Report=Explosion14 -UseNormalLight=yes -Crater=yes - -[S_CLSN22] -Normalized=yes -Translucent=yes -Report=Explosion14 -UseNormalLight=yes -Crater=yes - -[S_CLSN30] -Normalized=yes -Translucent=yes -Report=Explosion14 -UseNormalLight=yes -Crater=yes - -[S_CLSN42] -Normalized=yes -Translucent=yes -Report=Explosion14 -UseNormalLight=yes -Crater=yes - -[S_CLSN58] -Normalized=yes -Translucent=yes -Report=Explosion14 -UseNormalLight=yes -Crater=yes - -[S_TUMU22] -Normalized=yes -Translucent=yes -Report=Explosion15 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_TUMU30] -Normalized=yes -Translucent=yes -Report=Explosion15 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_TUMU42] -Normalized=yes -Translucent=yes -Report=Explosion15 -UseNormalLight=yes -Crater=yes -Scorch=yes - -[S_TUMU60] -Normalized=yes -Translucent=yes -Report=Explosion15 -UseNormalLight=yes -Crater=yes -Scorch=yes - -; smoke puff used by rockets -[SMOKEY] -Translucent=yes - -[SMOKEY2] -Translucent=yes - -[DURASMOKE] -Translucent=yes -Rate=450 - -[BBBLELRG] -Rate=450 -Flat=yes -Layer=surface ; SJM: Lower than ground -- go under ships - -[YURICNTL] -Rate=450 - -[FIRE01] -Rate=450 -LoopCount=-1 -StartSound=BuildingFireBig - -[INITFIRE] -Image=FIRE01 -Rate=450 - -[FIRE02] -Rate=450 -LoopCount=-1 -StartSound=BuildingFireBig - -[FIRE03] -Rate=450 -LoopCount=-1 -StartSound=BuildingFireMed - -[SMKPUFF] -Translucent=yes -Translucency=50 - -[HTRKPUFF] -Translucent=yes -Translucency=50 - -[IRONFX] -Report=IronCurtainDeflect -Translucent=yes -Translucency=50 - -[IRONBLST] -Rate=450 -Report=IronCurtainBlast -Translucent=yes -Translucency=50 - -[FORCSHLD] -Rate=450 -Translucent=yes -Translucency=25 - -[V3TRAIL] -Rate=450 - -[NUKEPUFF] -Rate=450 -Translucent=yes -Translucency=50 - -[V3TAKOFF] -Translucent=yes -Translucency=50 -Rate=225 - -; small arms fire piff (single shot) -[PIFF] -Normalized=yes -;Theater=yes -;Translucent=yes - -; small arms fire piff (multiple shots) -[PIFFPIFF] -Normalized=yes -;Theater=yes -;Translucent=yes - -; small flames -[FIRE3] -Layer=ground -Damage=.003 -LoopCount=5 -Rate=450 -UseNormalLight=yes -Translucency=50 - -;GEF cleaning up -;; medium flames -;[FIRE1] -;Scorch=yes -;Layer=ground -;Damage=.006 -;Rate=450 -;LoopCount=4 -;UseNormalLight=yes -;Translucency=50 -;Next=FIRE2 -; -;; medium flames -;[FIRE2] -;Scorch=yes -;Layer=ground -;Damage=.006 -;Rate=450 -;LoopCount=6 -;UseNormalLight=yes -;Translucency=50 -;Next=FIRE3 -; -;; tiny flames -;[FIRE4] -;Layer=ground -;Damage=.002 -;LoopCount=3 -;UseNormalLight=yes -;Translucency=25 - -; muzzle flash -[GUNFIRE] -Layer=ground -Translucent=yes - -[UCFLASH] ; Urban Combat window animations for shooting, for GI -Layer=ground -Translucent=yes - -[UCCONS] ; Urban Combat window animations for shooting, for Conscript -Layer=ground -Translucent=yes - -[UCINIT] ; Urban Combat window animations for shooting, for Initiate -Layer=ground -Translucent=yes - -[UCELEC] -Layer=ground -Translucent=yes - -[UCBLOOD] -Layer=ground -Translucent=yes - -[XGRYSML1] -Translucent=yes -Report=Explosion13 - -[XGRYSML2] -Translucent=yes -Report=Explosion13 - -[XGRYMED1] -Translucent=yes -Report=Explosion15 - -[XGRYMED2] -Translucent=yes -Report=Explosion12 - -[EXPLOLRG] -Translucent=yes -UseNormalLight=yes -Report=Explosion09 -Crater=yes -Scorch=yes - -[NUKETO] -Translucent=yes -Translucency=75 -StartSound=NukeLaunch - -[PODRING] -Translucent=yes -Flat=yes - -;GEF cleaning up -;[CLDRNGL1] -;Layer=ground -;Flat=yes -; -;[CLDRNGL2] -;Layer=ground -;Flat=yes -; -;[CLDRNGMD] -;Layer=ground -;Flat=yes -; -;[CLDRNGSM] -;Layer=ground -;Flat=yes - -; Used for psychic sensor display of targeting. -[PSIWARN] -PsiWarning=yes -ZAdjust=-1000 -LoopCount=-1 - -[DROPEXP] -Layer=ground -Translucent=yes - -[INVISO] -Layer=ground -Damage=1 - -[EXPLOMED] -Translucent=yes -UseNormalLight=yes -Report=Explosion12 -Crater=yes -Scorch=yes - -[EXPLOSML] -Translucent=yes -UseNormalLight=yes -Report=Explosion13 -Crater=yes -Scorch=yes - -;[EXPLOLB] -;Translucent=yes -;UseNormalLight=yes -;Crater=yes -;Scorch=yes - -[EXPLOLB] -Translucent=yes -UseNormalLight=yes -Crater=yes -Scorch=yes - -; minigun fire flashes -[MGUN-N] -Translucent=no - -[MGUN-NE] -Translucent=no - -[MGUN-E] -Translucent=no - -[MGUN-SE] -Translucent=no - -[MGUN-S] -Translucent=no - -[MGUN-SW] -Translucent=no - -[MGUN-W] -Translucent=no - -[MGUN-NW] -Translucent=no - -; Armor bonus -[ARMOR] -Normalized=yes -Rate=400 - -; Money bonus -[MONEY] -Normalized=yes -Rate=400 - -; Firepower bonus crate animation -[FIREPOWR] -Normalized=yes -Rate=400 - -[VETERAN] -Normalized=yes -Rate=400 - -[REVEAL] -Normalized=yes -Rate=400 - -[SHROUDX] -Normalized=yes -Rate=400 - -[SPEED] -Normalized=yes - -[MLTIMISL] -Normalized=yes -Rate=400 - -[HEALONE] -Normalized=yes -Rate=400 - -[HEALALL] -Normalized=yes -Rate=400 - -[CHEMISLE] -Normalized=yes -Rate=400 - -[CLOAK] -Normalized=yes -Rate=400 - -; twinkle animation -[TWINKLE1] -Normalized=yes -LoopCount=5 - -[TWINKLE2] -Normalized=yes -LoopCount=7 - -[TWINKLE3] -Normalized=yes -LoopCount=3 - -; large water explosion -[H2O_EXP1] -Normalized=yes -Layer=ground -Translucency=25 -Report=ExplosionWaterLarge -YDrawOffset=-18 - -; medium water explosion -[H2O_EXP2] -Normalized=yes -Layer=ground -Translucency=25 -Report=ExplosionWaterMed -YDrawOffset=-10 - -; small water explosion -[H2O_EXP3] -Normalized=yes -Layer=ground -Translucency=25 -Report=ExplosionWaterSmall -YDrawOffset=-8 - -; expanding fire ring -[RING] -Normalized=yes -Translucent=yes - -; Time Machine active animation -[CATIME_A] -Image=CATIME_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=220 -DetailLevel=2 - -; Time Machine active animation -[CATIME_AD] -Image=CATIME_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=1 -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=220 -DetailLevel=2 - -; Power plant active animation -[GAPOWR_A] -Image=GAPOWR_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=220 -DetailLevel=2 - -; Power plant active animation -[GAPOWR_AD] -Image=GAPOWR_A -Normalized=yes -;NewTheater=yes -Layer=ground -Start=8 -LoopStart=8 -LoopEnd=16 -LoopCount=-1 -Rate=220 -DetailLevel=2 - -; Power plant active animation -[YAPOWR_A] -Image=YAPOWR_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=1 -LoopStart=1 -LoopEnd=8 -LoopCount=-1 -Rate=220 -DetailLevel=2 -Shadow=yes - -; Power plant active animation -[YAPOWR_AD] -Image=YAPOWR_A -Normalized=yes -;NewTheater=yes -Layer=ground -Start=9 -LoopStart=9 -LoopEnd=16 -LoopCount=-1 -Rate=220 -DetailLevel=2 -Shadow=yes - -; Power plant powered up active animation -[YAPOWR_B] -Image=YAPOWR_B -Normalized=yes -NewTheater=yes -Layer=ground -Start=1 -LoopStart=1 -LoopEnd=8 -LoopCount=-1 -Rate=220 -DetailLevel=2 -Shadow=yes - -; Power plant powered up active animation -[YAPOWR_BD] -Image=YAPOWR_B -Normalized=yes -;NewTheater=yes -Layer=ground -Start=9 -LoopStart=9 -LoopEnd=16 -LoopCount=-1 -Rate=220 -DetailLevel=2 -Shadow=yes - -; Power plant lights animation -[YAPOWR_C] -Image=YAPOWR_C -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=5 -LoopCount=-1 -Rate=175 -DetailLevel=2 -Shadow=yes - -; Power plant lights animation -[YAPOWR_CD] -Image=YAPOWR_C -Normalized=yes -;NewTheater=yes -Layer=ground -Start=6 -LoopStart=6 -LoopEnd=10 -LoopCount=-1 -Rate=175 -DetailLevel=2 -Shadow=yes - -; Power plant power-up animations -[GAPOWR_B] -Cameo=TURBICON -Image=GAPOWR_B -NewTheater=yes -Normalized=yes -Layer=ground -LoopEnd=12 -LoopCount=-1 -Rate=220 - -; Oil Derrick idle animations -[CAOILD_A] -Image=CAOILD_A -Layer=ground -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=32 -LoopCount=-1 -Rate=220 -DemandLoad=true -Shadow=yes - -; Oil Derrick damaged idle animations -[CAOILD_AD] -Image=CAOILD_A -Layer=ground -NewTheater=yes -Start=33 -LoopStart=33 -LoopEnd=64 -LoopCount=-1 -Rate=220 -DemandLoad=true -Shadow=yes - -; Oil Derrick flag animations -[CAOILD_F] -Image=CAOILD_F -Layer=ground -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=300 -DemandLoad=true - -; Machine Shop flag animations -[CAMACH_F] -Image=CAMACH_F -Layer=ground -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=300 -DemandLoad=true - -; Secret Lab flag animations -[CASLAB_F] -Image=CASLAB_F -Layer=ground -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=300 -DemandLoad=true - -; NOD Power plant active animation -[NAPOWR_A] -Image=NAPOWR_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=18 -LoopCount=-1 -Rate=300 -DetailLevel=2 -DoubleThick=true - -; NOD Power plant damaged active animation -[NAPOWR_AD] -Image=NAPOWR_A -Normalized=yes -;NewTheater=yes -Layer=ground -Start=19 -LoopStart=19 -LoopEnd=37 -LoopCount=-1 -Rate=300 -DetailLevel=2 -DoubleThick=true - -; NOD Advanced power plant active animation -[NAAPWR_A] -Image=NAAPWR_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=220 -DetailLevel=2 - -; NOD Advanced power plant damaged active animation -[NAAPWR_AD] -Image=NAAPWR_A -Normalized=yes -;NewTheater=yes -Layer=ground -LoopStart=9 -LoopEnd=17 -LoopCount=-1 -Rate=220 -DetailLevel=2 - -; Civilian Hospital -[CAHOSP_A] -Image=CAHOSP_A -Normalized=yes -NewTheater=yes -Layer=ground -LoopStart=0 -LoopEnd=2 -LoopCount=-1 -Rate=100 -;DetailLevel=1 -DemandLoad=true - -; Civilian Hospital -[CAHOSP_AD] -Image=CAHOSP_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=2 -LoopStart=2 -LoopEnd=4 -LoopCount=-1 -Rate=100 -;DetailLevel=1 -DemandLoad=true - -; Civilian Armory -[CAARMR_A] -Image=CAARMR_A -Normalized=yes -NewTheater=yes -Layer=ground -LoopStart=0 -LoopEnd=10 -LoopCount=-1 -Rate=350 -;DetailLevel=3 -DemandLoad=true - -[NARADR_A] -Image=NARADR_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=45 -LoopCount=-1 -Rate=200 -Layer=ground -Shadow=yes - -[NARADR_AD] -Image=NARADR_A -;NewTheater=yes -Normalized=yes -Start=46 -LoopStart=46 -LoopEnd=91 -LoopCount=-1 -Rate=200 -Layer=ground -Shadow=yes - -[NAPSIS_A] -Image=NAPSIS_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=39 -LoopCount=-1 -Rate=350 -Layer=ground -Shadow=yes - -[NAPSIS_AD] -Image=NAPSIS_A -;NewTheater=yes -Normalized=yes -Start=40 -LoopStart=40 -LoopEnd=80 -LoopCount=-1 -Rate=200 -Layer=ground -Shadow=yes - -[GARADR_A] -Image=GARADR_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=220 -Layer=ground -PingPong=yes - -[GARADR_AD] -Image=GARADR_A -;NewTheater=yes -Normalized=yes -LoopStart=15 -LoopEnd=29 -LoopCount=-1 -Rate=180 -Layer=ground -PingPong=yes - -[GAROBO_A] -;Image=GARADR_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=19 -LoopCount=-1 -Rate=220 -Layer=ground -;PingPong=yes -DoubleThick=true - -[GAROBO_AD] -;Image=GARADR_A -;NewTheater=yes -Normalized=yes -LoopStart=20 -LoopEnd=39 -LoopCount=-1 -Rate=180 -Layer=ground -;PingPong=yes -DoubleThick=true - -[GAPLUG_A] -Image=GAPLUG_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=20 -LoopCount=-1 -Rate=220 -Layer=ground - -[GAPLUG_B] -Image=GAPLUG_B -NewTheater=yes -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=220 -Layer=ground -PingPong=no - -[GAPLUG_BD] -Image=GAPLUG_B -;NewTheater=yes -Normalized=yes -Start=10 -LoopStart=10 -LoopEnd=20 -LoopCount=-1 -Rate=180 -Layer=ground -PingPong=yes - -[GAPLUG_C] -Image=GAPLUG_C -NewTheater=yes -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=220 -Layer=ground -PingPong=no - -[GAPLUG_D] -Image=GAPLUG_D -NewTheater=yes -Cameo=RAD1ICON -Normalized=yes -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=220 -Layer=ground - -[GAPLUG_E] -Image=GAPLUG_E -NewTheater=yes -Cameo=RAD2ICON -Normalized=yes -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=220 -Layer=ground - -[GAPLUG_F] -Image=GAPLUG_F -NewTheater=yes -Cameo=RAD3ICON -Normalized=yes -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=220 -Layer=ground -PingPong=yes - -[GAPILE_A] -Image=GAPILE_A -NewTheater=yes -Normalized=yes -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=300 -Layer=ground -;DetailLevel=1 -Shadow=yes - -[GAPILE_AD] -Image=GAPILE_A -NewTheater=yes -Normalized=yes -Start=16 -LoopStart=16 -LoopEnd=31 -LoopCount=-1 -Rate=300 -Layer=ground -;DetailLevel=1 -Shadow=yes - -;[GAPILE_B] -;Image=GAPILE_B -;NewTheater=yes -;Normalized=yes -;LoopStart=0 -;LoopEnd=8 -;LoopCount=-1 -;Rate=300 -;Layer=ground -;;DetailLevel=1 - -;[GAPILE_C] -;Image=GAPILE_C -;Normalized=yes -;NewTheater=yes -;LoopStart=0 -;LoopEnd=6 -;LoopCount=-1 -;Rate=220 -;Layer=ground - -;[GAPILE_CD] -;Image=GAPILE_C -;Normalized=yes -;NewTheater=yes -;LoopStart=6 -;LoopEnd=14 -;LoopCount=-1 -;Rate=180 -;Layer=ground - -; GAPILE destroy animation -;[GAPILEDM] -;Image=GAPILEDM -;Layer=ground -;NewTheater=yes -;Rate=200 -;DemandLoad=true -;Shadow=yes -;AltPalette=yes ; use the unit palete - -[GAWEAP_A] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=200 -Layer=ground -;DetailLevel=1 - -[GAWEAP_AD] -Image=GAWEAP_A -Normalized=yes -NewTheater=yes -LoopStart=16 -LoopEnd=29 -LoopCount=-1 -Rate=200 -Layer=ground -;DetailLevel=1 - -[GAWEAP_B] -Normalized=yes -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=5 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[GAWEAP_BD] -Image=GAWEAP_B -Normalized=yes -NewTheater=yes -Start=0 -LoopStart=0 -LoopEnd=5 -LoopCount=-1 -Rate=400 -Layer=ground -;;DetailLevel=1 - -;[GAWEAP_C] -;Normalized=yes -;NewTheater=yes -;LoopStart=0 -;LoopEnd=4 -;LoopCount=-1 -;Rate=800 -;Layer=ground -;;DetailLevel=1 - -[GAWEAP_1] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[GAWEAP_1D] -Image=GAWEAP_1 -Normalized=yes -NewTheater=yes -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[GAWEAP_2] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[GAWEAP_2D] -Image=GAWEAP_2 -Normalized=yes -NewTheater=yes -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[GAWEAP_3] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[GAWEAP_3D] -Image=GAWEAP_3 -Normalized=yes -NewTheater=yes -LoopStart=10 -LoopEnd=19 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[GAWEAP_4] -Normalized=yes -NewTheater=yes -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[GAWEAP_4D] -Image=GAWEAP_4 -Normalized=yes -NewTheater=yes -LoopStart=10 -LoopEnd=19 -LoopCount=-1 -Rate=400 -Layer=ground -;DetailLevel=1 - -[NAPULS_A] -LoopStart=0 -NewTheater=yes -LoopEnd=64 -LoopCount=-1 -Rate=0 -Layer=ground - -[GACTWR_A] -LoopStart=1 -LoopEnd=6 -NewTheater=yes -LoopCount=-1 -Rate=220 -Layer=ground -Normalized=yes -;DetailLevel=1 - -; Component tower double gun turret -[GACTWR_B] -LoopStart=0 -LoopEnd=32 -LoopCount=-1 -Rate=0 -Layer=ground -NewTheater=yes - -; Component tower rocket launcher -[GACTWR_C] -LoopStart=0 -LoopEnd=32 -LoopCount=-1 -Rate=0 -Layer=ground -NewTheater=yes - -; Component tower SAM -[GACTWR_D] -LoopStart=0 -LoopEnd=32 -LoopCount=-1 -Rate=0 -Layer=ground -NewTheater=yes - -; Active animation for stealth generator -[NASTLH_A] -Image=NASTLH_A -Normalized=yes -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=350 -Layer=ground -PingPong=yes -NewTheater=yes -;DetailLevel=1 - -; Damaged active animation for stealth generator -[NASTLH_AD] -Image=NASTLH_A -Normalized=yes -LoopStart=4 -LoopEnd=7 -LoopCount=-1 -Rate=220 -Layer=ground -PingPong=yes -;NewTheater=yes -;DetailLevel=1 - -; Active animation for yuri construction yard -[YACNST_A] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Damaged active animation for yuri construction yard -[YACNST_AD] -Image=YACNST_A -Normalized=yes -Start=3 -LoopStart=3 -LoopEnd=6 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Production animation for yuri construction yard -[YACNST_B] -Normalized=yes -LoopStart=0 -LoopEnd=18 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Damaged Production anim for yuri construction yard -[YACNST_BD] -Image=YACNST_B -Normalized=yes -Start=19 -LoopStart=19 -LoopEnd=36 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -; idle crane animation for yuri construction yard -[YACNST_C] -Normalized=yes -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Damaged Production anim for yuri construction yard -[YACNST_CD] -Image=YACNST_C -Normalized=yes -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Active animation for construction yard -[GACNST_A] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Damaged active animation for construction yard -[GACNST_AD] -Image=GACNST_A -Normalized=yes -Start=3 -LoopStart=3 -LoopEnd=6 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Production animation for construction yard -[GACNST_B] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=20 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Damaged Production anim for construction yard -[GACNST_BD] -Image=GACNST_B -Normalized=yes -Start=20 -LoopStart=20 -LoopEnd=40 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes - -; Second active animation for construction yard. -;[GACNST_C] -;Image=GACNST_C -;Normalized=yes -;LoopStart=0 -;LoopEnd=14 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes -;;DetailLevel=1 - -; Damaged second active animation for construction yard. -;[GACNST_CD] -;Image=GACNST_C -;Normalized=yes -;LoopStart=15 -;LoopEnd=29 -;LoopCount=-1 -;Rate=220 -;Layer=ground -;NewTheater=yes -;;DetailLevel=1 - -; destroyed animation for construction yard. -;[GACNSTDM] -;Normalized=yes -;Layer=ground -;NewTheater=yes -;DemandLoad=true -;Shadow=yes -;AltPalette=yes ; use the unit palete - -; Production animation for construction yard -[NACNST_B] -Image=NACNST_B -Normalized=yes -LoopStart=0 -LoopEnd=21 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; First active animation for construction yard. -[NACNST_A] -Image=NACNST_A -Normalized=yes -LoopStart=0 -LoopEnd=10 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; First active animation for construction yard. -[NACNST_AD] -Image=NACNST_A -Normalized=yes -Start=11 -LoopStart=11 -LoopEnd=21 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Second active animation for construction yard. -[NACNST_CD] -Image=NACNST_C -Normalized=yes -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Second active animation for construction yard. -[NACNST_C] -Image=NACNST_C -Normalized=yes -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Second active animation for construction yard. -;[NACNSTD] -;Image=NACNSTDM -;Normalized=yes -;Layer=ground -;NewTheater=yes -;DemandLoad=true -;Shadow=yes -;AltPalette=yes ; use the unit palete - -; Active animation for Temple of NOD -[NATMPL_A] -Image=NATMPL_A -Normalized=yes -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes - -; Active animation for NOD Pyramid -[NTPYRA_A] -Image=NTPYRA_A -Normalized=yes -LoopStart=0 -LoopEnd=16 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes - -; Damaged active animation for NOD Pyramid -[NTPYRA_AD] -Image=NTPYRA_A -Normalized=yes -LoopStart=16 -LoopEnd=32 -LoopCount=-1 -Rate=220 -Layer=ground -;NewTheater=yes - -; Active animation for NOD Montauk -[NAMNTK_A] -Image=NAMNTK_A -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -DemandLoad=true - -; Active animation for GDI Kodiak -[GAKODK_A] -Image=GAKODK_A -Normalized=yes -LoopStart=0 -LoopEnd=12 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -DemandLoad=true - -; Damaged active animation for GDI Kodiak -[GAKODK_AD] -Image=GAKODK_A -Normalized=yes -LoopStart=13 -LoopEnd=24 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -DemandLoad=true - -; Second active animation for GDI Kodiak -[GAKODK_B] -Image=GAKODK_B -Normalized=yes -LoopStart=0 -LoopEnd=22 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -DemandLoad=true - -; Third active animation for GDI Kodiak -[GAKODK_C] -Image=GAKODK_C -Normalized=yes -LoopStart=0 -LoopEnd=12 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -DemandLoad=true - -; Third damaged active animation for GDI Kodiak. This is a placeholder and just stops the non-damaged anim from playing -[GAKODK_CD] -Image=GAKODK_C -Normalized=yes -LoopStart=0 -LoopEnd=0 -LoopCount=0 -Rate=220 -Layer=ground -DemandLoad=true - -; Animation of tiberium leaving harvester and entering refinery -[GAREFNL1] -Normalized=yes -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Animation of tiberium leaving harvester and entering refinery -[GAREFNL2] -Normalized=yes -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Animation of tiberium leaving harvester and entering refinery -[GAREFNL3] -Normalized=yes -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -;GEF Lost anim -[GAREFNBB] -Layer=ground - -; Animation of tiberium leaving harvester and entering refinery -[GAREFNOR] -Normalized=yes -LoopStart=0 -LoopEnd=19 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes - -; Animation of tiberium leaving harvester and entering refinery -[NAREFNL1] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Damaged Version -[NAREFNL1D] -Image=NAREFNL1 -Normalized=yes -Start=3 -LoopStart=3 -LoopEnd=6 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Animation of tiberium leaving harvester and entering refinery -[NAREFNL2] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Damaged Version -[NAREFNL2D] -Image=NAREFNL2 -Normalized=yes -Start=3 -LoopStart=3 -LoopEnd=6 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Animation of tiberium leaving harvester and entering refinery -[NAREFNL3] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Damaged Version -[NAREFNL3D] -Image=NAREFNL3 -Normalized=yes -Start=3 -LoopStart=3 -LoopEnd=6 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Animation of tiberium leaving harvester and entering refinery -[NAREFNL4] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=3 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Damaged Version -[NAREFNL4D] -Image=NAREFNL4 -Normalized=yes -Start=3 -LoopStart=3 -LoopEnd=6 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes - -; Animation of tiberium leaving harvester and entering refinery -[NAREFNOR] -Normalized=yes -LoopStart=0 -LoopEnd=19 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes - -; Animation of tiberium leaving harvester and entering refinery -;[NAREFN_A] -;Image=NAREFN_A -;Normalized=yes -;LoopStart=0 -;LoopEnd=4 -;LoopCount=1 -;Rate=200 -;Layer=ground -;NewTheater=yes - -; NAREFN_A but backwards -;[NAREFN_AR] -;Image=NAREFN_A -;Normalized=yes -;LoopStart=0 -;LoopEnd=4 -;LoopCount=1 -;Reverse=yes -;Rate=200 -;Layer=ground -;NewTheater=yes - -; Active animation for refinery -;[NAREFN_C] -;Image=NAREFN_C -;Normalized=yes -;LoopStart=0 -;LoopEnd=16 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes - -; Active animation for refinery. Fire ball. -;[NAREFN_B] -;Image=NAREFN_B -;Normalized=yes -;LoopStart=0 -;LoopEnd=20 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;RandomLoopDelay=10,300 -;NewTheater=yes -;;DetailLevel=1 -;ShouldUseCellDrawer=false -;Translucency=50 -;Translucent=yes -;UseNormalLight=yes - -; Active animation for helipad. -[GAHPAD_A] -Image=GAHPAD_A -Normalized=yes -LoopStart=0 -LoopEnd=7 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Damaged active animation for helipad. -[GAHPAD_AD] -Image=GAHPAD_A -Normalized=yes -LoopStart=8 -LoopEnd=15 -LoopCount=-1 -Rate=220 -Layer=ground -;NewTheater=yes -;DetailLevel=1 - -; Active animation for airforce command. -[GAAIRC_A] -;Image=GAHPAD_A -Normalized=yes -LoopStart=0 -LoopEnd=4 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Damaged active animation for airforce command. -[GAAIRC_AD] -Image=GAAIRC_A -Normalized=yes -LoopStart=4 -LoopEnd=8 -LoopCount=-1 -Rate=220 -Layer=ground -;NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Active animation for airforce command. -[GAAIRC_B] -;Image=GAHPAD_A -Normalized=yes -LoopStart=0 -LoopEnd=6 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Damaged active animation for airforce command. -[GAAIRC_BD] -Image=GAAIRC_B -Normalized=yes -LoopStart=6 -LoopEnd=12 -LoopCount=-1 -Rate=220 -Layer=ground -;NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Active animation for airforce command. -[GAAIRC_C] -;Image=GAHPAD_A -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Damaged active animation for airforce command. -[GAAIRC_CD] -Image=GAAIRC_C -Normalized=yes -LoopStart=8 -LoopEnd=16 -LoopCount=-1 -Rate=220 -Layer=ground -;NewTheater=yes -;DetailLevel=1 -Shadow=yes - -; Active animation for Nod helipad. -[NAHPAD_A] -Image=NAHPAD_A -Normalized=yes -LoopStart=0 -LoopEnd=45 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Damaged active animation for Nod helipad. -[NAHPAD_AD] -Image=NAHPAD_A -Normalized=yes -LoopStart=46 -LoopEnd=91 -LoopCount=-1 -Rate=220 -Layer=ground -;NewTheater=yes -;DetailLevel=1 - -; Repair bay arm extending. -[GADEPT_A] ;C1 -Image=GADEPT_A -Normalized=yes -Start=0 -End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 9 -Rate=200 -NewTheater=yes -Shadow=yes - -; Repair bay arm extending. -[GADEPT_AD] ;C1 -Image=GADEPT_A -Normalized=yes -Start=10 -End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 19 -Rate=200 -NewTheater=yes -Shadow=yes - -; Repair bay arm working -[GADEPT_B] ;C2 -Image=GADEPT_B -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=19 -LoopCount=-1 -Rate=200 -NewTheater=yes -Shadow=yes - -; Repair bay arm working -[GADEPT_BD] ;C2 -Image=GADEPT_B -Normalized=yes -Start=20 -LoopStart=20 -LoopEnd=39 -LoopCount=-1 -Rate=200 -NewTheater=yes -Shadow=yes - -; Repair bay arm retracting -[GADEPT_C] ;C3 -Image=GADEPT_C -Normalized=yes -Start=0 -End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 9 -Rate=200 -NewTheater=yes -Shadow=yes - -; Repair bay arm retracting -[GADEPT_CD] ;C3 -Image=GADEPT_C -Normalized=yes -Start=10 -End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 19 -Rate=200 -NewTheater=yes -Shadow=yes - -; Repair bay arm idle -[GADEPT_D] -Image=GADEPT_D -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=200 -NewTheater=yes -Shadow=yes - -; Repair bay arm idle -[GADEPT_DD] -Image=GADEPT_D -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=200 -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[NAYARD_A] -;Image=NAYARD_A -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -;Active Damaged Animation for Shipyard -[NAYARD_AD] -Image=NAYARD_A -Normalized=yes -Start=15 -LoopStart=15 -LoopEnd=30 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[NAYARD_B] -;Image=NAYARD_B -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -;Active Damaged Animation for Shipyard -[NAYARD_BD] -Image=NAYARD_B -Normalized=yes -Start=15 -LoopStart=15 -LoopEnd=30 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;Shadow=yes - -;Active Animation for Shipyard -[NAYARD_C] -;Image=NAYARD_C -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -;Active Damaged Animation for Shipyard -[NAYARD_CD] -Image=NAYARD_C -Normalized=yes -Start=15 -LoopStart=15 -LoopEnd=30 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;Shadow=yes - -; Production anim for Shipyard -[NAYARD_D] -;Image=NAYARD_D -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=41 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -;Production Damaged Animation for Shipyard -[NAYARD_DD] -Image=NAYARD_D -Normalized=yes -Start=41 -LoopStart=41 -LoopEnd=81 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[GAYARD_A] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -;Active Damaged Animation for Shipyard -[GAYARD_AD] -Image=GAYARD_A -Normalized=yes -Start=15 -LoopStart=15 -LoopEnd=30 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Active Animation for Shipyard -[GAYARD_C] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -;Active Damaged Animation for Shipyard -[GAYARD_CD] -Image=GAYARD_C -Normalized=yes -Start=15 -LoopStart=15 -LoopEnd=30 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -;Shadow=yes - -; Production anim for Shipyard -[GAYARD_D] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=41 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -;DetailLevel=1 -Shadow=yes - -;Production Damaged Animation for Shipyard -[GAYARD_DD] -Image=GAYARD_D -Normalized=yes -Start=41 -LoopStart=41 -LoopEnd=82 -LoopCount=1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -[GATECH_A] -Image=GATECH_A -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=12 -LoopCount=-1 -Rate=250 -Layer=ground -NewTheater=yes - -[GATECH_AD] -Image=GATECH_A -Normalized=yes -Start=13 -LoopStart=13 -LoopEnd=24 -LoopCount=-1 -Rate=250 -Layer=ground -NewTheater=yes - -;[GADROP_A] -;Image=GADROP_A -;Normalized=yes -;LoopStart=0 -;LoopEnd=19 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes - -;[GADROP_B] -;Image=GADROP_B -;Normalized=yes -;LoopStart=0 -;LoopEnd=19 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes - -;[GADROP_BD] -;Image=GADROP_B -;Normalized=yes -;LoopStart=20 -;LoopEnd=39 -;LoopCount=-1 -;Rate=220 -;Layer=ground -;NewTheater=yes - -;static anim -;[GACSPH_A] -;Normalized=yes -;LoopStart=0 -;LoopEnd=12 -;LoopCount=-1 -;Rate=200 -;Layer=ground -;NewTheater=yes - - -; --- CHRONOSPHERE --- -;Idle -[GACSPH_E] -Normalized=yes -Start=0 -;LoopStart=0 -;LoopEnd=0 -;End=0 -;LoopCount=-1 -Rate=0 -Layer=ground -NewTheater=yes -Shadow=yes - -;Idle damaged -[GACSPH_ED] -Image=GACSPH_E -Normalized=yes -Start=1 -;LoopStart=1 -;LoopEnd=1 -;End=1 -;LoopCount=-1 -Rate=0 -Layer=ground -NewTheater=yes -Shadow=yes - -;startup -[GACSPH_F] -Normalized=yes -Start=0 -End=11 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=ChronosphereOpen - -;startup -[GACSPH_FD] -Image=GACSPH_F -Normalized=yes -Start=12 -End=23 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=ChronosphereOpen - -;looping -[GACSPH_G] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=5 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=ChronosphereReadyLoop - -;looping -[GACSPH_GD] -Image=GACSPH_G -Normalized=yes -Start=6 -LoopStart=6 -LoopEnd=11 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=ChronosphereReadyLoop - -;shutdown -[GACSPH_H] -Normalized=yes -Start=0 -End=14 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;shutdown -[GACSPH_HD] -Image=GACSPH_H -Normalized=yes -Start=15 -End=29 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -; --- PSYCHIC DOMINATOR --- -; Dominator lights animation -[YAPPET_A] -Image=YAPPET_A -Normalized=yes -NewTheater=yes -Layer=ground -Start=0 -LoopStart=0 -LoopEnd=5 -LoopCount=-1 -Rate=170 -DetailLevel=2 -Shadow=yes - -; Dominator lights animation -[YAPPET_AD] -Image=YAPPET_A -Normalized=yes -;NewTheater=yes -Layer=ground -Start=6 -LoopStart=6 -LoopEnd=10 -LoopCount=-1 -Rate=170 -DetailLevel=2 -Shadow=yes - -;Idle -[YAPPET_E] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Idle Damage -[YAPPET_ED] -Image=YAPPET_E -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;startup -[YAPPET_F] -Normalized=yes -Start=0 -End=19 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=PsychicDominatorOpen - -;startup -[YAPPET_FD] -Image=YAPPET_F -Normalized=yes -Start=20 -End=38 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=PsychicDominatorOpen - -;looping -[YAPPET_G] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=PsychicDominatorReadyLoop - -;looping -[YAPPET_GD] -Image=YAPPET_G -Normalized=yes -Start=9 -LoopStart=9 -LoopEnd=16 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=PsychicDominatorReadyLoop - -;shutdown -[YAPPET_H] -Normalized=yes -Start=0 -End=19 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;shutdown -[YAPPET_HD] -Image=YAPPET_H -Normalized=yes -Start=20 -End=38 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -; --- WEATHER CONTROLLER --- -;Idle -[GAWETH_E] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;startup -[GAWETH_ED] -Image=GAWETH_E -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;startup -[GAWETH_F] -Normalized=yes -Start=0 -End=11 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=WeatherControlReady - -;startup -[GAWETH_FD] -Image=GAWETH_F -Normalized=yes -Start=12 -End=23 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=WeatherControlReady - -;looping -[GAWETH_G] -Normalized=yes -Start=0 -LoopStart=0 -LoopEnd=11 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=WeatherControlReadyLoop - -;looping -[GAWETH_GD] -Image=GAWETH_G -Normalized=yes -Start=12 -LoopStart=12 -LoopEnd=23 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=WeatherControlReadyLoop - -;shutdown -[GAWETH_H] -Normalized=yes -Start=0 -End=11 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;shutdown -[GAWETH_HD] -Image=GAWETH_H -Normalized=yes -Start=12 -End=23 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - - -; --- NUCLEAR MISSILE SILO --- -;Idle -[NAMISL_E] ;nuke silo -Normalized=yes -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;Idle -[NAMISL_ED] ;nuke silo -Image=NAMISL_E -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;startup, transition to charged -[NAMISL_F] -Normalized=yes -Start=0 -End=15 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=NuclearSiloReady - -;startup, transition to charged -[NAMISL_FD] -Image=NAMISL_F -Normalized=yes -Start=16 -End=31 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes -StartSound=NuclearSiloReady - - -;looping, charged -[NAMISL_G] -Normalized=yes -LoopStart=0 -LoopEnd=1 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;looping, charged -[NAMISL_GD] -Image=NAMISL_G -Normalized=yes -Start=1 -LoopStart=1 -LoopEnd=2 -LoopCount=-1 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;shutdown, transition back to idle -[NAMISL_H] -Normalized=yes -Start=0 -End=15 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - -;shutdown, transition back to idle -[NAMISL_HD] -Image=NAMISL_H -Normalized=yes -Start=16 -End=31 -Rate=200 -Layer=ground -NewTheater=yes -Shadow=yes - - -;[NAWAST_A] -;Image=NAWAST_A -;Normalized=yes -;LoopStart=0 -;LoopEnd=19 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes -;DetailLevel=1 - -;[NAWAST_AD] -;Image=NAWAST_A -;Normalized=yes -;LoopStart=20 -;LoopEnd=39 -;LoopCount=-1 -;Rate=220 -;Layer=ground -;;NewTheater=yes -;;DetailLevel=1 - -;[NAWAST_B] -;Image=NAWAST_B -;Normalized=yes -;LoopStart=0 -;LoopEnd=7 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes -;;DetailLevel=1 - -;[NAWAST_BD] -;Image=NAWAST_B -;Normalized=yes -;LoopStart=8 -;LoopEnd=15 -;LoopCount=-1 -;Rate=220 -;Layer=ground -;;NewTheater=yes -;;DetailLevel=1 - -;[NAOBEL_A] -;Image=NAOBEL_A -;Normalized=yes -;LoopStart=0 -;LoopEnd=12 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes - -; Obelisk charging animation. -;[NAOBEL_B] -;Image=NAOBEL_B -;Normalized=yes -;Rate=0 -;Layer=ground -;NewTheater=yes - -; Missile silo launch anim -;[NAMISL_A] -;Image=NAMISL_A -;Normalized=yes -;LoopStart=0 -;LoopEnd=10 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes - -; Damaged missile silo launch anim -;[NAMISL_AD] -;Image=NAMISL_A -;Normalized=yes -;LoopStart=11 -;LoopEnd=21 -;LoopCount=-1 -;Rate=220 -;Layer=ground -;NewTheater=yes - -;[NAMISL_B] -;Image=NAMISL_B -;Normalized=yes -;LoopStart=0 -;LoopEnd=9 -;LoopCount=-1 -;Rate=350 -;Layer=ground -;NewTheater=yes - -;[NAMISL_BD] -;Image=NAMISL_B -;Normalized=yes -;LoopStart=10 -;LoopEnd=19 -;LoopCount=-1 -;Rate=220 -;NewTheater=yes -;Layer=ground - -;[GAFIRE_B] -;Image=GAFIRE_B -;Normalized=yes -;LoopStart=0 -;LoopEnd=15 -;LoopCount=-1 -;Rate=500 -;Layer=ground -;NewTheater=yes - -;[GAFIRE_C] -;Image=GAFIRE_C -;Normalized=yes -;LoopStart=0 -;LoopEnd=5 -;LoopCount=-1 -;Rate=220 -;Layer=ground -;NewTheater=yes - -[NAPOST_A] -Image=NAPOST_A -Normalized=yes -LoopStart=0 -LoopEnd=11 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -[NAPOST_AD] -Image=NAPOST_A -Normalized=yes -LoopStart=12 -LoopEnd=23 -LoopCount=-1 -Rate=150 -Layer=ground -;NewTheater=yes -;DetailLevel=1 - -[NAPOST_B] -Image=NAPOST_B -Normalized=yes -LoopStart=0 -LoopEnd=13 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -; Waterfall animation -[WA01X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true -StartSound=WaterfallLoop - -; Waterfall animation -[WA02X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WA03X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WA04X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WB01X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true -StartSound=WaterfallLoop - -; Waterfall animation -[WB02X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WB03X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WB04X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - - -; Waterfall animation -[WC01X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true -StartSound=WaterfallLoop - -; Waterfall animation -[WC02X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WC03X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WC04X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - - -; Waterfall animation -[WD01X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true -StartSound=WaterfallLoop - -; Waterfall animation -[WD02X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WD03X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Waterfall animation -[WD04X] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=320 -Flat=yes -;DetailLevel=2 -DemandLoad=true -ShouldUseCellDrawer=true - -; Crashed scrin fighter/UFO -;[UFO] -;Theater=yes -;Normalized=yes -;LoopStart=0 -;LoopEnd=0 -;LoopCount=-1 -;Rate=0 -;Flat=yes -;;DetailLevel=0 -;DemandLoad=true - -; Tiberium silo fill animation -[GASILO_A] -Image=GASILO_A -Normalized=yes -Rate=0 -Layer=ground -NewTheater=yes - -[GASILO_AD] -Image=GASILO_A -Normalized=yes -Rate=0 -Layer=ground -;NewTheater=yes - -; Tiberium silo active animation -[GASILO_B] -Image=GASILO_B -Normalized=yes -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -[GASILO_BD] -Image=GASILO_B -Normalized=yes -LoopStart=16 -LoopEnd=31 -LoopCount=-1 -Rate=220 -Layer=ground -;NewTheater=yes -;DetailLevel=1 - -[GASPOT_A] -Image=GASPOT_A -Normalized=yes -LoopStart=0 -LoopEnd=7 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=1 - -[GASPOT_AD] -Image=GASPOT_A -Normalized=yes -LoopStart=8 -LoopEnd=15 -LoopCount=-1 -Rate=220 -Layer=ground -;NewTheater=yes -;DetailLevel=1 - -[CTDAM_A] -Image=CTDAM_A -Normalized=yes -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=1 -DemandLoad=true - -[CTDAM_AD] -Image=CTDAM_A -Normalized=yes -LoopStart=10 -LoopEnd=19 -LoopCount=-1 -Rate=220 -Layer=ground -NewTheater=yes -;DetailLevel=1 -DemandLoad=true - -[CTDAM_B] -Image=CTDAM_B -Normalized=yes -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=1 -DemandLoad=true - -[CTDAM_BD] -Image=CTDAM_B -Normalized=yes -LoopStart=8 -LoopEnd=16 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=1 -DemandLoad=true - - -; Tunnel roof -[TUNTOP01] -Theater=yes -Normalized=yes -Layer=ground -YSortAdjust=1000 -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=0 -Flat=yes -;DetailLevel=0 -DemandLoad=true -ShouldFogRemove=false - -; Tunnel roof -[TUNTOP02] -Theater=yes -Layer=ground -YSortAdjust=1000 -Normalized=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=0 -Flat=yes -;DetailLevel=0 -DemandLoad=true -ShouldFogRemove=false - -; Tunnel roof -[TUNTOP03] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=0 -Flat=yes -;DetailLevel=0 -DemandLoad=true -ShouldFogRemove=false - -; Tunnel roof -[TUNTOP04] -Theater=yes -Normalized=yes -LoopStart=0 -LoopEnd=0 -LoopCount=-1 -Rate=0 -Flat=yes -;DetailLevel=0 -DemandLoad=true -ShouldFogRemove=false - -; Larger meteor -[METLARGE] -Elasticity=0.0 -MaxXYVel=100.0 -MinZVel=-50.0 -ExpireAnim=TWLT070 -Damage=5000000 -DamageRadius=300 -Warhead=Meteorite -IsMeteor=true -Spawns=METDEBRI -SpawnCount=5 -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -RandomRate=220,500 -;DetailLevel=0 -TrailerAnim=SMOKEY2 -TrailerSeperation=1 -Report=METEOR1 - -; Small meteor -[METSMALL] -Elasticity=0.0 -MinZVel=-50.0 -MaxXYVel=100.0 -ExpireAnim=TWLT100 -Damage=5000000 -DamageRadius=300 -Warhead=Meteorite -IsMeteor=true -IsTiberium=true -Spawns=METDEBRI -SpawnCount=7 -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -RandomRate=220,500 -;DetailLevel=0 -TrailerAnim=METSTRAL -TrailerSeperation=1 -Report=METEOR2 - -; Meteor impact debris -[METDEBRI] -Elasticity=0.0 -MinZVel=40.0 -MaxXYVel=18.0 -ExpireAnim=TWLT070 -Damage=40 -DamageRadius=100 -Warhead=TankOGas -IsTiberium=true -LoopStart=0 -LoopEnd=8 -LoopCount=-1 -Rate=500 -;DetailLevel=0 -RandomRate=220,500 -Bouncer=yes -;TiberiumRadius=1 -TiberiumSpawnType=TIB01 -Report=METHIT1 - -;Meteor smoke trail -[METSTRAL] -LoopStart=0 -LoopEnd=8 -LoopCount=1 -Rate=600 -;DetailLevel=1 -Next=SMOKEY - -; Meteor trail -[METLTRAL] -LoopStart=0 -LoopEnd=8 -LoopCount=1 -Rate=600 -;DetailLevel=1 -Next=SMOKEY - -[CRYSTAL1] -Elasticity=0.0 -MinZVel=40.0 -MaxXYVel=18.0 -ExpireAnim=TWLT026 -Damage=40 -DamageRadius=100 -Warhead=TankOGas -IsTiberium=true -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=500 -;DetailLevel=0 -RandomRate=220,500 -Bouncer=yes -Theater=yes -TiberiumSpreadRadius=0 -TiberiumSpawnType=TIB2_01 - -[CRYSTAL2] -Elasticity=0.0 -MinZVel=40.0 -MaxXYVel=18.0 -ExpireAnim=TWLT026 -Damage=40 -DamageRadius=100 -Warhead=TankOGas -IsTiberium=true -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=500 -;DetailLevel=0 -RandomRate=220,500 -Bouncer=yes -Theater=yes -TiberiumSpreadRadius=0 -TiberiumSpawnType=TIB2_01 - -[CRYSTAL3] -Elasticity=0.0 -MinZVel=40.0 -MaxXYVel=18.0 -ExpireAnim=TWLT026 -Damage=40 -DamageRadius=100 -Warhead=TankOGas -IsTiberium=true -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=500 -;DetailLevel=0 -RandomRate=220,500 -Bouncer=yes -Theater=yes -TiberiumSpreadRadius=0 -TiberiumSpawnType=TIB2_01 - -[CRYSTAL4] -Elasticity=0.0 -MinZVel=40.0 -MaxXYVel=18.0 -ExpireAnim=TWLT026 -Damage=40 -DamageRadius=100 -Warhead=TankOGas -IsTiberium=true -LoopStart=0 -LoopEnd=14 -LoopCount=-1 -Rate=500 -;DetailLevel=0 -RandomRate=220,500 -Bouncer=yes -Theater=yes -TiberiumSpreadRadius=0 -TiberiumSpawnType=TIB2_01 -AnimLow=0 -AnimHigh=14 -Voxel=no - -[BIGBLUE] -LoopStart=0 -LoopEnd=9 -LoopCount=-1 -Rate=500 -;DetailLevel=0 -RandomRate=150,250 -Theater=yes -IsAnimatedTiberium=yes -Layer=ground -YDrawOffset=-50 - -[TWNK1] -LoopCount=-1 -RandomLoopDelay=120,300 -DetailLevel=2 -HideIfNoOre=true -Rate=450 - -[FLAMEGUY] -IsFlamingGuy=true -RunningFrames=6 -LoopCount=1 -Rate=500 - -; This is a tricky one. It's an animation AND a projectile all in the same section -; The anim stuff is first then the projectile stuff. -[PULSBALL] -Start=0 -End=8 -LoopCount=1 -Rate=220 -;DetailLevel=0 -AnimPalette=yes -AnimLow = 8 -AnimHigh = 22 -AnimRate = 1 - -; Deployable sensor array -[GADPSA_A] -Normalized=yes -Rate=220 -Layer=ground -NewTheater=yes -LoopCount=-1 - -; Deployable ICBM launcher -[GAICBM_A] -Rate=0 -Layer=ground -NewTheater=yes -LoopCount=-1 - -; Civilian array -[CAARAY_A] -Image=CAARAY_A -Normalized=yes -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=0 - -[CAARAY_B] -Image=CAARAY_B -Normalized=yes -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=0 - -[CAARAY_C] -Image=CAARAY_C -Normalized=yes -LoopStart=0 -LoopEnd=15 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=2 - -[CAARAY_CD] -Image=CAARAY_C -Normalized=yes -LoopStart=16 -LoopEnd=31 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=2 - -[CAARAY_D] -Image=CAARAY_D -Normalized=yes -LoopStart=0 -LoopEnd=11 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=2 - -[CAARAY_DD] -Image=CAARAY_D -Normalized=yes -LoopStart=12 -LoopEnd=23 -LoopCount=-1 -Rate=350 -Layer=ground -NewTheater=yes -;DetailLevel=2 - -[CARYLAND] -Image=PODRING -Normalized=no -Rate=900 -Layer=ground -;DetailLevel=1 -Translucent=yes -Flat=yes -;NormalZAdjust=1 -YSortAdjust=-2000 - -[DROPLAND] -Image=PODRING -Normalized=no -Rate=180 -Layer=ground -;DetailLevel=1 -Translucent=yes -Flat=yes -;NormalZAdjust=1 -YSortAdjust=-200 - -[GTGCAN] -Remapable=yes -NewTheater=yes -Cameo= GCANICON -Foundation=2x2 -Height=3 ; experiment with this -Buildup=GTGCANMK -DemandLoadBuildup=true -FreeBuildup=true -PrimaryFireFLH=250,0,230 -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=-1,28 - -[NAFLAK] -Cameo=FLAKICON -Remapable=yes -NewTheater=yes -Foundation=1x1 -PrimaryFireFLH=130,0,185 -Buildup=NAFLAKMK -Height=4 -DemandLoadBuildup=true -FreeBuildup=true -CanHideThings=True -CanBeHidden=False -OccupyHeight=2 -DamageFireOffset0=-5,13 - -[BRRLEXP1] ; Oil barrel explosion -Rate=400 -Report=ExplosionBarrel -Crater=yes -Translucent=yes -UseNormalLight=yes - - -[BRRLEXP2] ; Oil barrel explosion -Rate=400 -Report=ExplosionBarrel -Crater=yes -Translucent=yes -UseNormalLight=yes - -[CRIVEXP] ; Crazy Ivan Explosion -Report=ExplosionCrazyIvan -Crater=yes -Normalized=yes -Translucent=yes -UseNormalLight=yes - -;GEF Lost Anime -[CRIVEXP2] ; Crazy Ivan Explosion -Report=ExplosionCrazyIvan -Crater=yes -Normalized=yes -Translucent=yes -UseNormalLight=yes - -;GEF Lost Anim -[TSTIMPCT] -Normalized=yes - -;GEF Lost Anim -[MININUKE] -Normalized=yes -Report=ExplosionBarrel - -[APOCEXP] ; Apocalypse Tank Explosion -Report=Explosion13 -Crater=yes -Normalized=yes -Translucent=yes -UseNormalLight=yes - -[VTEXPLOD] ; Explosions for elite tanks -Report=ExplosionApocalypse -Crater=yes -Normalized=yes -Translucent=yes -UseNormalLight=yes - -[KTSTLEXP] ; Kirov elite tesla bomb -Report=KirovEliteBomb -Crater=yes -Normalized=yes -Translucent=yes -UseNormalLight=yes - -;GEF Lost Anim -[DEMTEXP] -Normalized=yes - -;GEF Lost Anim -[GCMUZZLE] -Normalized=yes - -;GEF Lost Anim -[VTMUZZLE] -Normalized=yes - - - -[ARRWDEST] -LoopCount=4 -LoopEnd=9 -Rate=600 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -[ARRWN] -LoopCount=2 -LoopEnd=4 -Rate=450 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -[ARRWS] -LoopCount=2 -LoopEnd=4 -Rate=450 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -[ARRWE] -LoopCount=2 -LoopEnd=4 -Rate=450 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -[ARRWW] -LoopCount=2 -LoopEnd=4 -Rate=450 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -[ARRWNW] -LoopCount=2 -LoopEnd=4 -Rate=450 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -[ARRWNE] -LoopCount=2 -LoopEnd=4 -Rate=450 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -[ARRWSW] -LoopCount=2 -LoopEnd=4 -Rate=450 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -[ARRWSE] -LoopCount=2 -LoopEnd=4 -Rate=450 -DemandLoad=true -Layer=Top -ZAdjust=-300 - -; *** Movies *** -; Each of the movies allowed in the game will be listed -; here. -[Movies] -1=A00_F00e -2=A01_F00e -3=A01_P01e -4=A01_P02e -5=A01_P03e -6=A01_F04e -7=A02_f00e -8=A02_P01e -9=A02_P02e -10=A02_P03e -11=A03_F00e -12=A03_P01e -13=A03_P02e -14=A03_P03e -15=A03_P04e -16=A04_F00e -17=A04_P01e -18=A04_F02e -19=A04_P03e -20=A05_F00e -21=A05_P01e -22=A05_P02e -23=A05_P03e -24=A06_F00e -25=A06_P01e -26=A06_P03e -27=A06_P04e -28=A07_F00e -29=A07_P01e -30=A07_P02e -31=A08_F00e -32=A08_F01e -33=A08_F02e -34=S01_F00e -35=S01_P01e -36=S01_P02e -37=S01_P03e -38=S02_F00e -39=S02_P01e -40=S03_F00e -41=S03_P01e -42=S03_P02e -43=S03_P03e -44=S03_P04e -45=S04_F00e -46=S04_P01e -47=S04_P02e -49=S04_P03e -50=S05_F00e -51=S05_P01e -52=S05_P02e -53=S06_F00e -54=S06_P01e -55=S06_P02e -56=S07_F00e -57=S07_P01e -58=S07_P02e -59=S08_F00e -60=S08_F01e \ No newline at end of file diff --git a/Allied/cp_allied.sh b/Allied/cp_allied.sh index 21c2671..3aaa6ca 100644 --- a/Allied/cp_allied.sh +++ b/Allied/cp_allied.sh @@ -1,7 +1,2 @@ sudo cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/RA2/rulesmd.ini -sudo cp artmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/RA2/artmd.ini -sudo cp schpx.hva /mnt/c/Program\ Files\ \(x86\)/RA2/schpx.hva -sudo cp schpx.vxl /mnt/c/Program\ Files\ \(x86\)/RA2/schpx.vxl -sudo cp aimd_allied.ini /mnt/c/Program\ Files\ \(x86\)/RA2/aimd.ini -sudo cp xsub.hva /mnt/c/Program\ Files\ \(x86\)/RA2/xsub.hva -sudo cp xsub.vxl /mnt/c/Program\ Files\ \(x86\)/RA2/xsub.vxl \ No newline at end of file +sudo cp aimd_allied.ini /mnt/c/Program\ Files\ \(x86\)/RA2/aimd.ini \ No newline at end of file diff --git a/Allied/rulesmd_allied.ini b/Allied/rulesmd_allied.ini index a4c2cbf..2ae484e 100644 --- a/Allied/rulesmd_allied.ini +++ b/Allied/rulesmd_allied.ini @@ -1594,7 +1594,9 @@ Mutant=Special 404=CABUNK04 405=CALUNR01 406=CALUNR02 - +407=GAPSYT +408=GATBNK +409=GABNKR N3W1=YAWEAP1 N3W2=YAWEAP2 N3W3=YAWEAP3 @@ -3828,7 +3830,7 @@ DeploySound=GIDeploy UndeploySound=GIUndeploy ElitePrimary=M60E EliteSecondary=ParaE -IFVMode=2 +IFVMode=6 Parasiteable=no Unnatural=yes @@ -3878,7 +3880,7 @@ Size=1 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToPsionics=yes -IFVMode=0 +IFVMode=6 Trainable=yes Crushable=no Occupier=yes @@ -4032,7 +4034,6 @@ VoiceMove=RocketeerMove VoiceAttack=RocketeerAttackCommand VoiceFeedback=RocketeerFear OpportunityFire=yes -CanPassiveAquire=yes VoiceSpecialAttack=RocketeerMove DieSound= CrashingSound=RocketeerDie @@ -4110,7 +4111,7 @@ MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 PreventAttackMove=yes -IFVMode=2 +IFVMode=7 Trainable=yes StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player ImmuneToVeins=yes @@ -4412,7 +4413,7 @@ ImmuneToPsionics=yes ;Deployer=yes ;DeployFire=yes ;UndeployDelay=75 -IFVMode=4 +IFVMode=8 Trainable=yes Occupier=yes OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) @@ -4889,7 +4890,6 @@ Speed=10 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no OpportunityFire=yes -CanPassiveAquire=yes Cost=600 Soylent=250 Points=15 @@ -6776,6 +6776,7 @@ ThreatPosed=0 ; This value MUST be 0 for all building addons UIName=Name:MTNK Name=Grizzly Battle Tank Image=GTNK +IFVMode=6 Prerequisite=GAWEAP Primary=105mm Strength=600 @@ -6816,7 +6817,7 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes ImmuneToPsionics=yes -Size=3 +Size=1 OpportunityFire=yes ElitePrimary=105mmE BuildTimeMultiplier=1.5;Individual control of build time @@ -6830,6 +6831,7 @@ Unnatural=yes [FV] UIName=Name:FV Name=IFV +IFVMode=6 Prerequisite=GAWEAP Primary=HoverMissile Strength=400 @@ -6967,7 +6969,7 @@ ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToVeins=yes ImmuneToPsionics=yes -Size=3 +Size=1 SizeLimit=1 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF @@ -6987,6 +6989,7 @@ Unnatural=yes [MGTK] UIName=Name:MGTK Name=Mirage Tank +IFVMode=6 Image=RTNK Prerequisite=GAWEAP,GATECH Primary=MirageGun @@ -7034,7 +7037,7 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes ImmuneToPsionics=yes -Size=3 +Size=1 AllowedToStartInMultiplayer=no EliteSecondary=MirageGunE CrushSound=TankCrush @@ -7046,6 +7049,7 @@ OpportunityFire=yes [SREF] UIName=Name:SREF Name=Prism Tank +IFVMode=6 Prerequisite=GAWEAP,GATECH NavalTargeting=5 ; SJM removed; see abusive section below... @@ -7097,7 +7101,7 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 -Size=3 +Size=1 ImmuneToVeins=yes ImmuneToPsionics=yes OpportunityFire=yes @@ -7110,6 +7114,7 @@ UIName=Name:Battlefortress Name=Battle Fortress Prerequisite=GAWEAP,GATECH Primary=AKM +IFVMode=6 Strength=1200 NavalTargeting=5 Category=AFV @@ -7154,7 +7159,7 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 -Size=6 +Size=1 ImmuneToVeins=yes ImmuneToPsionics=yes OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher @@ -7168,6 +7173,8 @@ Unnatural=yes UIName=Name:AMCV Name=Allied Construction Vehicle Image=MCV +IFVMode=6 +Primary=AKM Prerequisite=GAWEAP,GADEPT Strength=2000 Category=Support @@ -7201,14 +7208,19 @@ DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=12 ZFudgeTunnel=15 -Size=6 +Size=1 ImmuneToVeins=yes ImmuneToPsionics=yes +VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=no -Bunkerable=no; Units default to yes, others default to no +ElitePrimary=AKME OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher Parasiteable=no Unnatural=yes +Trainable=yes +Sensors=yes +SensorsSight=10 ; Landing Craft [LCRF] @@ -7649,7 +7661,6 @@ Size=3 StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Trainable=yes ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to know if it can make money or not -Bunkerable=no; Units default to yes, others default to no VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=AKME @@ -7703,7 +7714,7 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=RobotTankBoltE Accelerates=false ImmuneToVeins=yes -Size=3 +Size=1 OpportunityFire=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes @@ -7763,7 +7774,7 @@ ImmuneToVeins=yes ImmuneToPsionics=yes OmniFire=yes OpportunityFire=yes -Size=3 +Size=1 ElitePrimary=SABOTE Parasiteable=no Unnatural=yes @@ -8033,7 +8044,6 @@ Size=3 GuardRange=9 TooBigToFitUnderBridge=true ;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it. -Bunkerable=no; Units default to yes, others default to no ; Mammoth tank [APOC] @@ -9251,7 +9261,7 @@ Unnatural=yes ; for underwater units this means that they will be punched instea [XSUB] UIName=Name:Boomer Name=Nuclear Submarine -;Image=SUB +Image=BSUB Prerequisite=GAYARD Primary=Sublaser Secondary=MammothTuskX;CruiseMissile @@ -10827,8 +10837,7 @@ ElitePrimary=155mmE [SHAD] UIName=Name:SHAD Name=BlackHawk Transport -;Prerequisite=GAHPAD -Prerequisite=GAWEAP +Prerequisite=GAWEAP,GATECH Primary=AKM Strength=1000 Category=AirPower @@ -11264,8 +11273,8 @@ IsSelectableCombatant=yes ; TR [SCHPX] UIName=Name:SiegeChopper Name=Allied Attack Chopper -;Image=SHAD -Prerequisite=GAWEAP,GATECH +Image=SCHP +Prerequisite=GAWEAP Primary=BlackHawkLaser Secondary=160mmX Strength=450 @@ -12253,7 +12262,7 @@ Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=4 -Adjacent=12 +Adjacent=16 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil @@ -12279,6 +12288,8 @@ AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west TargetCoordOffset=300,200,0 ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +Sensors=yes +SensorsSight=10 ; service depot [GADEPT] @@ -12457,7 +12468,7 @@ Armor=steel Prerequisite=BARRACKS,GACNST NavalTargeting=5 TechLevel=1 -Adjacent=4 +Adjacent=6 ROT=10 Sight=7 DetectDisguise=no @@ -12494,6 +12505,8 @@ Trainable=yes ElitePrimary=Vulcan2E ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) DetectDisguise=yes +Sensors=yes +SensorsSight=10 ; SAM [NASAM] @@ -12504,7 +12517,7 @@ Strength=1800 Armor=steel TechLevel=4 Prerequisite=BARRACKS,GACNST -Adjacent=4 +Adjacent=6 Sight=10 ROT=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry @@ -12548,6 +12561,8 @@ VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=yes DetectDisguise=yes +Sensors=yes +SensorsSight=10 ;This existed ; Allied Prism Tower @@ -12557,11 +12572,11 @@ Name=Allied Prism Cannon NavalTargeting=5 Image=GAPRIS BuildCat=Combat -Prerequisite=POWER,RADAR,GACNST +Prerequisite=RADAR,GACNST Strength=1200 Armor=steel TechLevel=6 -Adjacent=2 +Adjacent=4 Sight=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil @@ -12600,6 +12615,8 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=yes DetectDisguise=yes ElitePrimary=PrismShotE +Sensors=yes +SensorsSight=10 ; Allied SpySat [GASPYSAT] @@ -12794,11 +12811,11 @@ Prerequisite=RADAR,GACNST Adjacent=2 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry -Cost=2000 +Cost=10000 Points=30 ; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides) Power=-100 Crewed=no -ROT=1 +ROT=2 Primary=GrandCannonWeapon Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 @@ -12832,6 +12849,8 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=yes DetectDisguise=yes ElitePrimary=GrandCannonWeaponE +Sensors=yes +SensorsSight=20 @@ -13433,6 +13452,48 @@ AntiAirValue=0 ImmuneToPsionics=no ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) +;Soviet Bunker +[GABNKR] +UIName=Name:NABNKR +Name=Allied Battle Bunker +Image=NABNKR +Adjacent=4 +AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil +Armor=steel +BaseNormal=no +BuildCat=Combat +Prerequisite=GACNST,BARRACKS +Capturable=false +ClickRepairable=yes +Cost=500 +Crewed=no +DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm +Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 +IsBaseDefense=yes +MaxDebris=15 +MinDebris=5 +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +Powered=no +Sight=6 +Strength=1200 +TechLevel=1 +CanBeOccupied=yes +MaxNumberOccupants=10 +CanOccupyFire=yes +AntiInfantryValue=25 +AntiArmorValue=10 +AntiAirValue=0 +ImmuneToPsionics=yes +Sensors=yes +SensorsSight=10 +Drainable=no +Trainable=yes +AIBuildThis=no +VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +NavalTargeting=5 +;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) + ;Iron Curtain [NAIRON] UIName=Name:NAIRON @@ -14146,6 +14207,48 @@ AntiArmorValue=25 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) +[GAPSYT] +UIName=Name:YAPSYT +Name=Allied Psychic Tower +Image=YAPSYT +BuildCat=Combat +Prerequisite=GATECH,GACNST +Primary=MultipleMindControlTowerX +TechLevel=9 +Adjacent=4 +Strength=910 ;750 +Armor=steel +Sight=5 +Points=30 +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil +Cost=1500 +Power=-100 +Powered=true +Capturable=false +Crewed=no +Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 +DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM +MaxDebris=15 +MinDebris=1 +ThreatPosed=30 ; This value MUST be 0 for all building addons +;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys +DamageSmokeOffset=450, 200, 150 +AIBuildThis=no +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +DetectDisguise=yes +Drainable=no +AntiInfantryValue=25 +AntiArmorValue=25 +AntiAirValue=0 +Sensors=yes +SensorsSight=10 +NavalTargeting=5 +Trainable=yes +VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) + [NATBNK] UIName=Name:NATBNK Name=Yuri Tank Bunker @@ -14183,6 +14286,50 @@ AntiAirValue=0 BaseNormal=no ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) +[GATBNK] +UIName=Name:NATBNK +Name=Allied Tank Bunker +Image=NATBNK +BuildCat=Combat +Prerequisite=GACNST +Strength=2000 +Armor=steel +TechLevel=3 +Adjacent=5 +Sight=6 +Bunker=yes +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil +Cost=400 +Points=60 +Power=0 +Powered=false +Capturable=false +Crewed=no +Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 +DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm +MaxDebris=15 +MinDebris=5 +ThreatPosed=0 ; This value MUST be 0 for all building addons +DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys +DamageSmokeOffset=220, 390, 150 +AIBuildThis=no +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +NumberOfDocks=1 +NumberImpassableRows=0;defaults to all impassible +HasStupidGuardMode=false +AntiInfantryValue=10 +AntiArmorValue=25 +AntiAirValue=0 +BaseNormal=no +Sensors=yes +SensorsSight=10 +Trainable=yes +NavalTargeting=5 +VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) + ;Genetic Mutator [YAGNTC] UIName=Name:YAGNTC @@ -14818,6 +14965,7 @@ Name=Psychic Beacon BuildCat=Combat Primary=UltimateMindControl Prerequisite=GATECH,GACNST +NavalTargeting=5 Strength=1500 Armor=wood TechLevel=10 @@ -14849,6 +14997,8 @@ BuildLimit=1 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=yes +Sensors=yes +SensorsSight=20 ;Psychic Amplifier [NAPSYA] @@ -24689,6 +24839,17 @@ Warhead=Controller Anim=YURICNTL FireOnce=yes +[MultipleMindControlTowerX] +Damage=10; number of mind control links +ROF=1;125 +Range=12 +Projectile=PsychicControlX +Speed=100 +Warhead=ControllerBuilding +;Report=YuriMindControl +Anim=YURICNTL +FireOnce=yes + [PsiWave] Damage=250;Needed to be considered offensive unit Range=1 @@ -25082,7 +25243,7 @@ IsMagBeam=yes Damage=46.88 ROF=10.66 Range=7;4 -Projectile=InvisibleLow +Projectile=InvisibleAll Speed=100 Warhead=SSA Report=IFVAttackGround @@ -25156,20 +25317,20 @@ Warhead=SA Report=GIAttack [CRNuke] -Damage=300 ;changed from 600 on 11/30 +Damage=450 ;changed from 600 on 11/30 ROF=53.33 Range=2 -Projectile=InvisibleLow +Projectile=InvisibleAll Speed=35 ; was 10 -RadLevel=500 +RadLevel=1000 Warhead=CRNUKEWH Report=NukeExplosion Suicide=yes [CRTerrorBomb] -Projectile=Invisible -Damage=375 -Warhead=TerrorBombWH +Projectile=InvisibleAll +Damage=450 +Warhead=CRNUKEWH Anim=RING1 Range=2.5 ROF=6.67 @@ -25179,7 +25340,7 @@ Suicide=yes Damage=56.25 ROF=8 Range=8 -Projectile=InvisibleLow +Projectile=InvisibleAll Speed=100 Warhead=SAFlame Report=InitiateAttack @@ -25188,7 +25349,7 @@ Report=InitiateAttack Damage=234.375 ROF=42.67 Range=13 -Projectile=InvisibleLow +Projectile=InvisibleAll Speed=100 Report=VirusAttack Warhead=Virus;HollowPoint @@ -25235,7 +25396,7 @@ Damage=375;125 ROF=26.67;50 Range=10;5 Speed=100 -Projectile=InvisibleLow +Projectile=InvisibleAll Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack @@ -28158,9 +28319,9 @@ NukeMaker=yes ; I couldn't think of a better name for this flag. It applies onl [CRNUKEWH] ;WideDamage=yes ;WideRange=2 -CellSpread=5 -PercentAtMax=.25 -Verses=100%,100%,100%,90%,50%,50%,60%,150%,20%,100%,100% ;;chanaged to this line on 11/30 +CellSpread=8 +PercentAtMax=.8 +Verses=100%,100%,100%,10%,100%,100%,60%,150%,20%,100%,100% ;;chanaged to this line on 11/30 ;Verses=100%,100%,100%,90%,50%,50%,100%,150%,20%,100%,100% InfDeath=4 Sparky=no diff --git a/Allied/schpx.hva b/Allied/schpx.hva deleted file mode 100644 index 4688f42..0000000 Binary files a/Allied/schpx.hva and /dev/null differ diff --git a/Allied/schpx.vxl b/Allied/schpx.vxl deleted file mode 100644 index 1acfe83..0000000 Binary files a/Allied/schpx.vxl and /dev/null differ diff --git a/Allied/xsub.hva b/Allied/xsub.hva deleted file mode 100644 index 0ee9108..0000000 Binary files a/Allied/xsub.hva and /dev/null differ diff --git a/Allied/xsub.vxl b/Allied/xsub.vxl deleted file mode 100644 index 32c01c9..0000000 Binary files a/Allied/xsub.vxl and /dev/null differ