ra2_rules/Allied/artmd_allied.ini

19615 lines
310 KiB
INI

; 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