diff --git a/Allied/artmd_allied.ini b/Allied/artmd_allied.ini new file mode 100644 index 0000000..0ebcb20 --- /dev/null +++ b/Allied/artmd_allied.ini @@ -0,0 +1,19615 @@ +; 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 + +[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 new file mode 100644 index 0000000..a8b1a4e --- /dev/null +++ b/Allied/cp_allied.sh @@ -0,0 +1,4 @@ +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 \ No newline at end of file diff --git a/rulesmd_allied.ini b/Allied/rulesmd_allied.ini similarity index 99% rename from rulesmd_allied.ini rename to Allied/rulesmd_allied.ini index 2329bdf..a0f2fe4 100644 --- a/rulesmd_allied.ini +++ b/Allied/rulesmd_allied.ini @@ -86,7 +86,7 @@ AIBuildsWalls=no ; -RTO* MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200 -AIVirtualPurifiers=9,4,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) +AIVirtualPurifiers=15,7,3 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd) HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner @@ -128,7 +128,7 @@ AIIonCannonBaseDefenseValue=35,35,35 ; Ion storm control ;gs Now, Weather Control, err... Control LightningDeferment=250 ; PCG; Number of frames between announcement of strike and its commencement. -LightningDamage=500 ; Damage done by lightning strike. ;used to be 250 +LightningDamage=1000 ; Damage done by lightning strike. ;used to be 250 LightningStormDuration=700 ; Default ion storm duration in frames. This is overriden by the trigger control. ;used to be 420 LightningWarhead=IonWH ; Warhead used by ion storm strike. LightningHitDelay=10 ; How often the direct target gets hit in frames ;used to be 150 @@ -1152,6 +1152,7 @@ Mutant=Special 82=FTRK 83=AMBU 84=CIVP +85=SCHPX ; ******* Aircraft Type List ******* ; This lists all of the aircraft types in the game. Each aircraft @@ -2980,6 +2981,7 @@ Mutant=Special 103=TRexInfWH 104=Crush 105=BlimpHEEffect +106=SCHOPXWH ; ******* Multiplayer Dialog Settings ******* ; These are the multiplayer dialog settings. Does not apply to Westwood chat, @@ -3719,8 +3721,8 @@ Category=Soldier Primary=M60 Secondary=Para Occupier=yes ; I can Occupy UC buildings -OccupyWeapon=UCPara; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCElitePara; The weapon I use while Occupying. Defaults to 0 (Primary) +OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Prerequisite=GAPILE CrushSound=InfantrySquish @@ -3752,7 +3754,6 @@ Bombable=yes Deployer=yes DeployFire=yes DetectDisguise=yes -Unnatural=yes ; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did ; a more explicit state machine for deploying b/c of autodeploy. VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER @@ -3764,6 +3765,8 @@ UndeploySound=GIUndeploy ElitePrimary=M60E EliteSecondary=ParaE IFVMode=2 +Parasiteable=no +Unnatural=yes ; Attack dog [ADOG] @@ -3784,7 +3787,6 @@ RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it do DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting TechLevel=2 Pip=white -Unnatural=yes Sight=9 DetectDisguise=yes Speed=9 @@ -3817,7 +3819,9 @@ Trainable=yes Crushable=no Occupier=yes OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) +Parasiteable=no +Unnatural=yes ;The Allied Engineer [ENGINEER] @@ -3865,8 +3869,9 @@ PreventAttackMove=yes IFVMode=1 Trainable=yes DetectDisguise=yes -Unnatural=yes Crushable=no +Parasiteable=no +Unnatural=yes ; GI ; GI @@ -3878,8 +3883,8 @@ Primary=M60 Secondary=MissileLauncher ;GEF New Guardian GI weapon OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Occupier=yes;yes ; I can Occupy UC buildings -OccupyWeapon=UCMissileLauncher; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCMissileLauncherE; The weapon I use while Occupying. Defaults to 0 (Primary) +OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) Prerequisite=GAPILE CrushSound=InfantrySquish Strength=200 @@ -3915,7 +3920,6 @@ DeployFire=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 -Crushable=yes DeployedCrushable=no DeploySound=GuardianGIDeploy UndeploySound=GIUndeploy @@ -3925,6 +3929,9 @@ EliteSecondary=MissileLauncherE ;GEF New Guardian GI weapon IFVMode=16 PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket Crushable=no +DetectDisguise=yes +Parasiteable=no +Unnatural=yes [JUMPJET] @@ -3983,10 +3990,12 @@ BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop ElitePrimary=20mmE DetectDisguise=yes -Unnatural=yes ImmuneToVeins=yes ImmuneToPsionics=yes Crushable=no +Parasiteable=no +Unnatural=yes + ; RA2 Spy [SPY] @@ -4033,6 +4042,9 @@ StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towa ImmuneToVeins=yes ImmuneToPsionics=yes Crushable=no +DetectDisguise=yes +Parasiteable=no +Unnatural=yes [GHOST] UIName=Name:GHOST @@ -4042,12 +4054,10 @@ Category=Soldier Prerequisite=GAPILE,RADAR PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL Primary=MP5 -Secondary=Sapper OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress -NavalTargeting=4 +NavalTargeting=5 LeadershipRating=8 AlternateArcticArt=yes ; ie SEALA for arctic maps -C4=yes Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish Crushable=no @@ -4085,12 +4095,14 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER Size=1 DetectDisguise=yes ElitePrimary=MP5E -EliteSecondary=Sapper IFVMode=4 UseOwnName=true Occupier=yes ; I can Occupy UC buildings -OccupyWeapon=UCMP5; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCMP5E; The weapon I use while Occupying. Defaults to 0 (Primary) +OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) +DetectDisguise=yes +Parasiteable=no +Unnatural=yes [TANY] UIName=Name:TANYA @@ -4098,6 +4110,7 @@ Name=Tanya Category=Soldier Prerequisite=GAPILE,GATECH Primary=DoublePistols +Secondary=Sapper OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 @@ -4107,7 +4120,6 @@ Crushable=no TiberiumProof=yes Strength=600 Armor=flak -Unnatural=yes TechLevel=9 Pip=red Sight=8 @@ -4140,13 +4152,17 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 DetectDisguise=yes ElitePrimary=DoublePistolsE +EliteSecondary=SapperE IFVMode=4 BuildLimit=1 SelfHealing=yes UseOwnName=true Occupier=yes -OccupyWeapon=UCDoublePistols; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCDoublePistolsE; The weapon I use while Occupying. Defaults to 0 (Primary) +OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) +DetectDisguise=yes +Parasiteable=no +Unnatural=yes ; Chrono Legionnaire [CLEG] @@ -4191,7 +4207,6 @@ MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no ; SJM: approved by Dustin on 09-11-00 -DetectDisguise=yes Bombable=yes AllowedToStartInMultiplayer=no Size=1 @@ -4204,7 +4219,10 @@ ElitePrimary=NeutronRifleE IFVMode=10 Occupier=yes OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) +DetectDisguise=yes +Parasiteable=no +Unnatural=yes [CCOMAND] ;anybody gets into an allied tech center UIName=Name:CCOMAND @@ -4251,17 +4269,19 @@ ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes ImmuneToPsionics=yes -Unnatural=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=ChronoMP5E PreventAttackMove=yes MoveToShroud=no IFVMode=4 -DetectDisguise=yes Occupier=yes ; I can Occupy UC buildings -OccupyWeapon=UCMP5; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCMP5E; The weapon I use while Occupying. Defaults to 0 (Primary) +OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) +DetectDisguise=yes +Parasiteable=no +Unnatural=yes + ;Psi-Commando ;anybody gets Yuri tech ;note, what you get is based on type of Tech Center, not country of guy who owns it [PTROOP] @@ -4279,7 +4299,6 @@ TiberiumProof=yes Strength=200 Armor=none TechLevel=9 -Unnatural=yes Pip=red Sight=8 Speed=6 @@ -4305,7 +4324,6 @@ SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF -DetectDisguise=yes ImmuneToPsionics=yes ;Deployer=yes ;DeployFire=yes @@ -4315,7 +4333,10 @@ IFVMode=4 Trainable=yes Occupier=yes OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) +DetectDisguise=yes +Parasiteable=no +Unnatural=yes ; **************************** Side Specific ******************************* @@ -4365,10 +4386,13 @@ UseOwnName=true SelfHealing=yes BuildLimit=1 Trainable=yes -DetectDisguise=yes Occupier=yes -OccupyWeapon=UCAWP; The weapon I use while Occupying. Defaults to 0 (Primary) -EliteOccupyWeapon=UCAWPE; The weapon I use while Occupying. Defaults to 0 (Primary) +OccupyWeapon=UCElectricBolt; The weapon I use while Occupying. Defaults to 0 (Primary) +EliteOccupyWeapon=UCElectricBoltE; The weapon I use while Occupying. Defaults to 0 (Primary) +DetectDisguise=yes +Parasiteable=no +Unnatural=yes + ; ************************************************************************** @@ -6698,6 +6722,8 @@ Size=3 OpportunityFire=yes ElitePrimary=105mmE BuildTimeMultiplier=1.5;Individual control of build time +Parasiteable=no +Unnatural=yes ; ************************************************************************** ; ********************************* IFV ************************************ @@ -6851,6 +6877,8 @@ Accelerates=false DeathWeapon=CRNuke ;GEF This will be a special case that only goes off if it's piloted by Ivan ElitePrimary=HoverMissileE ;Bombable=no +Parasiteable=no +Unnatural=yes ; ********************************* IFV ************************************ ; ************************************************************************** @@ -6911,6 +6939,7 @@ AllowedToStartInMultiplayer=no EliteSecondary=MirageGunE CrushSound=TankCrush Parasiteable=no +Unnatural=yes OpportunityFire=yes ;Prism Tank @@ -6972,6 +7001,7 @@ ImmuneToVeins=yes ImmuneToPsionics=yes OpportunityFire=yes Parasiteable=no +Unnatural=yes ;Battle Fortress [BFRT] @@ -7029,6 +7059,7 @@ OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crush ElitePrimary=AKME OpportunityFire=yes Parasiteable=no +Unnatural=yes ; Mobile Construction Vehicle [AMCV] @@ -7075,6 +7106,7 @@ Trainable=no Bunkerable=no; Units default to yes, others default to no OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher Parasiteable=no +Unnatural=yes ; Landing Craft [LCRF] @@ -7138,7 +7170,6 @@ Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Bunkerable=no; Units default to yes, others default to no - ;Destroyer [DEST] UIName=Name:DEST @@ -7197,6 +7228,7 @@ Unnatural=yes ImmuneToVeins=yes ImmuneToPsionics=yes Parasiteable=no +Unnatural=yes ;Dolphin [DLPH] @@ -7253,11 +7285,11 @@ IdleRate=8 ; power of two helps performance (mod). "How much slower should I an ElitePrimary=SonicZapE Size=15 IsSelectableCombatant=yes -Unnatural=yes ImmuneToVeins=yes ImmuneToPsionics=yes OpportunityFire=yes Parasiteable=no +Unnatural=yes ; Aegis Cruiser [AEGIS] @@ -7322,10 +7354,10 @@ BuildLimit=2 ElitePrimary=MedusaE Size=30 TooBigToFitUnderBridge=true -Unnatural=yes ImmuneToVeins=yes ImmuneToPsionics=yes Parasiteable=no +Unnatural=yes ;Aircraft Carrier [CARRIER] @@ -7384,8 +7416,8 @@ Sensors=yes SensorsSight=10 ImmuneToVeins=yes ImmuneToPsionics=yes -Unnatural=yes Parasiteable=no +Unnatural=yes ; harvester without back @@ -7438,11 +7470,11 @@ ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToRadiation=yes Trainable=yes -Parasiteable=no VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=AKME Parasiteable=no +Unnatural=yes ; harvester @@ -7493,7 +7525,7 @@ DebrisTypes=TIRE DebrisMaximums=4 Teleporter=yes ;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor -Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor +;Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor Weight=3.5 MovementZone=Crusher ThreatPosed=0 ; This value MUST be 0 for all building addons @@ -7514,6 +7546,7 @@ VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=AKME Parasiteable=no +Unnatural=yes ; Robot Tank [ROBO] @@ -7521,7 +7554,7 @@ UIName=Name:Robotank Name=Robot Tank Image=ROBO Prerequisite=GAWEAP,GAROBO -Primary=Robogun +Primary=RobotTankBolt Strength=360 Category=AFV Armor=heavy @@ -7558,6 +7591,7 @@ ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +ElitePrimary=RobotTankBoltE Accelerates=false ImmuneToVeins=yes Size=3 @@ -7568,7 +7602,8 @@ ImmuneToRadiation=yes PoweredUnit=yes;powered by presence of building Trainable=yes BuildTimeMultiplier=1.3 - +Parasiteable=no +Unnatural=yes ; **************************** Side Specific ******************************* @@ -7619,6 +7654,8 @@ OmniFire=yes OpportunityFire=yes Size=3 ElitePrimary=SABOTE +Parasiteable=no +Unnatural=yes ; Howitzer [HOWI] @@ -7663,7 +7700,6 @@ Accelerates=false ImmuneToVeins=yes Size=3 - ; ************************************************************************** ; ******************************Soviet Units ******************************* ; ************************************************************************** @@ -7714,6 +7750,7 @@ Weight=.5 ImmuneToPsionics=no ImmuneToRadiation=yes Parasiteable=yes +Unnatural=no Trainable=no Explodes=no AccelerationFactor=5 ; really fast @@ -10617,7 +10654,7 @@ Name=BlackHawk Transport ;Prerequisite=GAHPAD Prerequisite=GAWEAP Primary=BlackHawkCannon -Strength=1500 +Strength=262.5 Category=AirPower JumpJet=yes Armor=light @@ -10666,10 +10703,9 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=15 SizeLimit=2 HoverAttack=yes -OmniFire=yes ;GEF moved to weapon AllowedToStartInMultiplayer=no Crashable=yes -CanPassiveAquire=no ; Won't try to pick up own targets +CanPassiveAquire=no SpeedType=Hover MoveSound=BlackOpsMoveLoop EnterTransportSound=EnterTransport @@ -10724,13 +10760,13 @@ GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 IsSelectableCombatant=yes -VoiceSelect=IntruderSelect -VoiceMove=IntruderMove -VoiceAttack=IntruderAttackCommand -VoiceCrashing=IntruderVoiceDie +VoiceSelect= +VoiceMove= +VoiceAttack= +VoiceCrashing= DieSound= -MoveSound=IntruderMoveLoop -CrashingSound=IntruderDie +MoveSound= +CrashingSound= ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly @@ -11045,6 +11081,85 @@ Turret=yes DeployToLand=yes IsSelectableCombatant=yes ; TR +; Soviet Siege Chopper +[SCHPX] +UIName=Name:SiegeChopper +Name=Allied Attack Chopper +;Image=SHAD +Prerequisite=GAWEAP,GATECH +Primary=BlackHawkLaser +Secondary=160mmX +Strength=450 +Category=AirPower +JumpJet=yes +Armor=light +TechLevel=7 +Sight=7 +Speed=13 +PitchSpeed=1.1 +JumpjetSpeed=30 ;params not defined use defaults (old globals way up top) +JumpjetClimb=10 +JumpjetCrash=40 ; Climb, but down +JumpJetAccel=13 +JumpJetTurnRate=6 +JumpjetHeight=500 +JumpjetWobbles=.01 +JumpjetDeviation=1 +Owner=Russians,Confederation,Africans,Arabs +Cost=1400 +Soylent=1400 +Points=15 +ROT=5 +Crewed=no +ConsideredAircraft=yes +Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 +MaxDebris=3 +VoiceSelect=IntruderSelect +VoiceMove=IntruderMove +VoiceAttack=IntruderAttackCommand +VoiceCrashing=IntruderVoiceDie +CrashingSound=IntruderDie +DieSound= +ImpactLandSound=GenAircraftCrash +;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying +Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet +MovementZone=Fly +DamageParticleSystems=SparkSys,SmallGreySSys +;AuxSound1=BlackOpsTakeOff ;Taking off +;AuxSound2=BlackOpsLanding ;Landing +ThreatPosed=0 +SpecialThreatValue=1 +VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +Size=15 +SizeLimit=2 +HoverAttack=yes +AllowedToStartInMultiplayer=no +Crashable=yes +;CanPassiveAquire=no ; Won't try to pick up own targets +SpeedType=Hover +MoveSound=SeigeChopperMoveLoop +OpportunityFire=yes +EnterTransportSound=EnterTransport +LeaveTransportSound=ExitTransport +ElitePrimary=BlackHawkLaserE +EliteSecondary=160mmXE +PreventAttackMove=yes +TooBigToFitUnderBridge=true +Trainable=yes +Bunkerable=no; Units default to yes, others default to no +IsSimpleDeployer=yes +UnloadingClass=SCHD +DeployingAnim=SCHPDEPL +DeployFire=yes +Turret=yes +DeployToLand=yes +IsSelectableCombatant=yes ; TR +Unnatural=yes +Parasiteable=no +ImmuneToPsionics=yes +ImmuneToVeins=yes + ; Camera Dolly [DOLY] UIName=Name:DOLY @@ -11819,7 +11934,6 @@ AIBuildThis=yes Spyable=no ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=yes ; defaults to yes for buildings, no for others -InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames ; Ore Refinery [GAREFN] @@ -11904,7 +12018,6 @@ DamageSmokeOffset=408,880,435 AIBuildThis=yes ExitCoord=512,256,0 Spyable=no -UnitsGainSelfHeal=5 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=yes ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck @@ -11992,19 +12105,19 @@ ImmuneToPsionics=yes ; defaults to yes for buildings, no for others UIName=Name:GADEPT Name=Allied Service Depot BuildCat=Tech -Prerequisite=GAWEAP,GACNST +Prerequisite=GAWEAP,GACNST,GATECH Strength=2400 Armor=wood -TechLevel=6 +TechLevel=10 Adjacent=2 Sight=5 UnitRepair=yes ;UnitReload=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil -Cost=800 +Cost=1500 Points=80 -Power=-25 +Power=-100 Capturable=false Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 @@ -12018,6 +12131,9 @@ AIBuildThis=no ;taken out to remove useless building - DB HasStupidGuardMode=false NumberImpassableRows=1 ; 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 ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames +UnitsGainSelfHeal=5 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames +BuildLimit=1 ; advanced tech center [GATECH] @@ -12195,6 +12311,7 @@ VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=yes ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) +DetectDisguise=yes ; SAM [NASAM] @@ -12248,6 +12365,7 @@ AntiAirValue=25 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=yes +DetectDisguise=yes ;This existed ; Allied Prism Tower @@ -12297,6 +12415,7 @@ AntiAirValue=0 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=yes +DetectDisguise=yes ; Allied SpySat [GASPYSAT] @@ -12526,6 +12645,7 @@ BuildLimit=2 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Trainable=yes +DetectDisguise=yes @@ -22705,28 +22825,6 @@ Warhead=GUARDWH Report=GuardianGIDeployedAttack MinimumRange=1 -[UCMissileLauncher] -Damage=72 -ROF=26.67 -Range=10 -Burst=1 -Projectile=AAHeatSeeker2 ;AirToGroundMissile -Speed=30 ;40 -Warhead=GUARDWH -Report=GuardianGIDeployedAttack -MinimumRange=1 - -[UCMissileLauncherE] -Damage=90 -ROF=26.67 -Range=10 -Burst=1 -Projectile=AAHeatSeeker2 ;AirToGroundMissile -Speed=30 ;40 -Warhead=GUARDWH -Report=GuardianGIDeployedAttack -MinimumRange=1 - ;Cruise Missile [CruiseMissile] Damage=25 @@ -22995,14 +23093,27 @@ Report=SILENCER [Sapper] Damage=9999 ; a boatload (get it?) -ROF=66.67 -Range=3 +ROF=5 +Range=9 CellRangefinding=yes -Projectile=InvisibleAll +Projectile=Invisible5 ;AntiNaval=yes ;AntiUnderwater=yes ;AntiOrganic=no;to make exception for squid and dolphin -Warhead=HollowPoint2;gs please do not use the warhead marked "do not use" Super +Warhead=Mechanical;gs please do not use the warhead marked "do not use" Super +Report=SealPlaceBomb +SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion + +[SapperE] +Damage=9999 ; a boatload (get it?) +ROF=5 +Range=12 +CellRangefinding=yes +Projectile=Invisible5 +;AntiNaval=yes +;AntiUnderwater=yes +;AntiOrganic=no;to make exception for squid and dolphin +Warhead=Mechanical;gs please do not use the warhead marked "do not use" Super Report=SealPlaceBomb SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion @@ -23091,28 +23202,6 @@ Report=GIAttackDeployed Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH -[UCPara] -Damage=45 -ROF=10 -Range=7 ;7 -Projectile=InvisibleHigh -Speed=100 -Warhead=SSAB -Report=AlliedOccupiedAttack -Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW -OccupantAnim=UCFLASH - -[UCElitePara] -Damage=60 -ROF=10 -Range=7 ;7 -Projectile=InvisibleHigh -Speed=100 -Warhead=SSAB -Report=AlliedOccupiedAttack -Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW -OccupantAnim=UCFLASH - [20mmRapid] Damage=30 ROF=20 @@ -23142,19 +23231,9 @@ Warhead=HollowPoint Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) -[UCMP5] -Damage=225 -ROF=6.67 -Range=10 -Projectile=InvisibleAll -Speed=100 -Warhead=HollowPoint -Report=SealAttack -AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) - [DoublePistols] Damage=250 -ROF=2.5 +ROF=5 Range=9 Projectile=InvisibleAll Speed=100 @@ -23162,16 +23241,6 @@ Warhead=HollowPoint2 Report=TanyaAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) -[UCDoublePistols] -Damage=300 -ROF=2.5 -Range=10.8 -Projectile=InvisibleAll -Speed=100 -Warhead=HollowPoint2 -Report=TanyaAttack -AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) - [AKM] Damage=81.25 ROF=13.33 @@ -23227,7 +23296,7 @@ AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters n Damage=187.5 ROF=6.67 Range=7 -Projectile=InvisibleLow +Projectile=InvisibleAll Speed=100 Warhead=HollowPoint Report=SealAttack @@ -23253,26 +23322,6 @@ Report=SniperAttack Warhead=HollowPoint3 RevealOnFire=no ; Doesn't clear shroud when fired -[UCAWP] -Damage=300 -ROF=75 -Range=25.2 -Projectile=InvisibleAll -Speed=100 -Report=SniperAttack -Warhead=HollowPoint3 -RevealOnFire=no ; Doesn't clear shroud when fired - -[UCAWPE] -Damage=300 -ROF=30 -Range=25.2 -Projectile=InvisibleAll -Speed=100 -Report=SniperAttack -Warhead=HollowPoint3 -RevealOnFire=no ; Doesn't clear shroud when fired - [Virusgun] Damage=125 ROF=100 @@ -23318,6 +23367,44 @@ Report=BlackOpsAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OmniFire=yes +[BlackHawkLaser] +Damage=135 +ROF=53.33 +Range=8 +Projectile=InvisibleAll +Speed=40 +Report=FloatingDiscAttack +Warhead=DiskWH +Bright=yes +;IsRadBeam=yes +LaserInnerColor=0,180,216 +LaserOuterColor=0,180,216 +LaserOuterSpread=0,0,0 +LaserDuration=15 +;IsLaser=true ; this flag tells the game to use the special laser draw effect +DiskLaser=yes; new ring draw laser +OmniFire=yes + +[BlackHawkLaserE] +Damage=135 +ROF=53.33 +Range=8 +Projectile=InvisibleAll +Speed=40 +Report=FloatingDiscAttack +Warhead=DiskWH +Bright=yes +;IsHouseColor=true +LaserInnerColor=0,180,216 +LaserOuterColor=0,180,216 +LaserOuterSpread=0,0,0 +LaserDuration= 15 +;IsLaser=true ; this flag tells the game to use the special laser draw effect +DiskLaser=yes; new ring draw laser +OmniFire=yes +Burst=2 + + ; man-packed anti-tank missile (bazooka type) [Dragon] Damage=30 @@ -23668,6 +23755,19 @@ Anim=GUNFIRE Lobber=no ;Lobber=yes +[160mmX] +Damage=135 +ROF=66.67 +Range=13 +MinimumRange=0 +Projectile=Ballistic +Speed=10 +Warhead=SCHOPXWH +Report=SeigeChopperAttackDeployed +Anim=GUNFIRE +Lobber=no +;Lobber=yes + ; V3's rangefinder virtual weapon [V3Launcher] @@ -24068,6 +24168,16 @@ Report=TeslaTankAttack Projectile=InvisibleLow IsElectricBolt=true +[RobotTankBolt] +Damage=202.5 +ROF=50 ;changed on 11/29 from 60 to 75 +Range=5 +Speed=100 +Warhead=Electric +Report=TeslaTankAttack +Projectile=InvisibleLow +IsElectricBolt=true + ; Fire by Telsa Trooper at Tesla Coil [AssaultBolt] Damage=10 @@ -24506,12 +24616,10 @@ LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect - - [CometFragment] -Damage=30 -ROF=120 -Range=3 +Damage=45 +ROF=80 +Range=4 Projectile=SmallCometP Speed=10 Warhead=CometWH @@ -25063,6 +25171,20 @@ Anim=GUNFIRE Lobber=no Burst=2 +[160mmXE] +Damage=135 +ROF=66.67 +Range=13 +MinimumRange=0 +Projectile=Ballistic +Speed=10 +Warhead=SCHOPXWH +Report=SeigeChopperAttackDeployed +Anim=GUNFIRE +Lobber=no +Burst=2 + + [TankBoltE] Damage=150 ROF=60 ;changed on 11/29 from 50 to 60 @@ -25073,6 +25195,16 @@ Report=TeslaTankAttack Projectile=Electricbounce IsElectricBolt=true +[RobotTankBoltE] +Damage=225 +ROF=40 ;changed on 11/29 from 50 to 60 +Range=7 +Speed=100 +Warhead=Electric +Report=TeslaTankAttack +Projectile=Electricbounce +IsElectricBolt=true + ; Fire by Telsa Trooper [ElectricBoltE] Damage=50 @@ -25087,8 +25219,19 @@ AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters ne [UCElectricBolt] Damage=75 -ROF=26.67 -Range=10 +ROF=15 +Range=12 +Speed=100 +Warhead=Shock +Report=TeslaTankAttack +Projectile=InvisibleAll +IsElectricBolt=true +AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) + +[UCElectricBoltE] +Damage=100 +ROF=7.5 +Range=12 Speed=100 Warhead=Shock Report=TeslaTankAttack @@ -25195,7 +25338,7 @@ FireInTransport=no;can't fire out of the BattleFortress ; Fire by Chrono Legion [NeutronRifleE] Damage=9999 -ROF=60 +ROF=30 Range=10 Speed=100 Projectile=InvisibleAll @@ -25383,21 +25526,11 @@ Warhead=HollowPoint Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) -[UCMP5E] -Damage=225 -ROF=6.67 -Range=10 -Projectile=InvisibleAll -Speed=100 -Warhead=HollowPoint -Report=SealAttack -AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) - [ChronoMP5E] Damage=187.5 ROF=6.67 Range=7 -Projectile=InvisibleLow +Projectile=InvisibleAll Speed=100 Warhead=HollowPoint Report=SealAttack @@ -25473,16 +25606,6 @@ Warhead=HollowPoint2 Report=TanyaAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) -[UCDoublePistolsE] -Damage=300 -ROF=2.5 -Range=14.4 -Projectile=InvisibleAll -Speed=100 -Warhead=HollowPoint2 -Report=TanyaAttack -AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) - [AKME] Damage=135 ROF=13.33 @@ -27039,6 +27162,23 @@ Tiberium=yes Bright=yes ProneDamage=50% +[SCHOPXWH] +;Spread=6 +InfDeath=4 +CellSpread=1.5 +PercentAtMax=.5 +Wall=yes +Wood=yes +Verses=100%,80%,60%,80%,50%,50%,100%,100%,60%,100%,100% +Conventional=yes +Rocker=yes +AnimList=MININUKE +Deform=15% +DeformThreshhold=120 +Tiberium=yes +Bright=yes +ProneDamage=50% + ; Ion storm strike ;lightning strike [IonWH] Wall=yes @@ -27319,7 +27459,7 @@ ProneDamage=600% ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint] -Verses=200%,100%,100%,20%,20%,20%,20%,20%,20%,20%,100% ; see note in comments above about 1% +Verses=100%,100%,100%,40%,40%,40%,40%,40%,40%,40%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=100% @@ -27327,7 +27467,7 @@ Bullets=yes ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint2] -Verses=100%,100%,100%,50%,50%,50%,50%,50%,50%,50%,100%; +Verses=100%,100%,100%,0%,0%,0%,60%,60%,60%,60%,100% InfDeath=1 AnimList=PIFF ProneDamage=100% diff --git a/Allied/schpx.hva b/Allied/schpx.hva new file mode 100644 index 0000000..4688f42 Binary files /dev/null and b/Allied/schpx.hva differ diff --git a/Allied/schpx.vxl b/Allied/schpx.vxl new file mode 100644 index 0000000..1acfe83 Binary files /dev/null and b/Allied/schpx.vxl differ diff --git a/cp_soviet.sh b/Soviet/cp_soviet.sh similarity index 100% rename from cp_soviet.sh rename to Soviet/cp_soviet.sh diff --git a/rulesmd_soviet.ini b/Soviet/rulesmd_soviet.ini similarity index 100% rename from rulesmd_soviet.ini rename to Soviet/rulesmd_soviet.ini diff --git a/cp_allied.sh b/cp_allied.sh deleted file mode 100644 index 02b47b5..0000000 --- a/cp_allied.sh +++ /dev/null @@ -1 +0,0 @@ -sudo cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/RA2/rulesmd.ini \ No newline at end of file