; 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 ;Infantries----------------- ;Hakurei Infantry----------------- [SHANG] ; SHANGHAI! Cameo=SHANGHAIICON AltCameo=SHANGHAIUICON Sequence=ShanghaiSequence Crawls=no FireUp=6 Remapable=yes [SHANGHAI2] ; Alice's fighters Cameo=SHANGHAIICON Voxel=yes PrimaryFireFLH=0,32,0 [GIGASHANG] ; Goliath Doll Placeholder Cameo=SHANGHAIICON AltCameo=SHANGHAIUICON StartStandFrame=0 StartWalkFrame=8 StartFiringFrame=40 WalkFrames=4 FiringFrames=7 Facings=8 ; PrimaryFireFLH=200,-200,450 ; SecondaryFireFLH=200,200,450 ; Crawls=no ; FireUp=6 Voxel=no Remapable=yes ;Scarlet Devil Infantry-------------- ;Lunarian Infantry---------------- ;Kappa Infantry------------------ ;Other Infantry----------------- ;Vehicles----------------- ;Hakurei Vehicles----------------- [HMCV] ;Hakurei MCV Cameo=HMCVICON Remapable=yes Voxel=yes [TURTLE] ; Hakurei harvester Cameo=TURTLEICON Voxel=yes Remapable=yes [TORTLE] ; Hakurei harvester Cameo=TURTLEICON Voxel=yes Remapable=yes [LGTTNK] ; Hakurei Light Tank Cameo=LGTTNKICON AltCameo=LGTTNKUICON Voxel=yes Remapable=yes PrimaryFireFLH=150,0,120 ; [HANABI] ; Hanabi Launcher(inert) ; Cameo=HANABIICON ; AltCameo=HANABIUICON ; Voxel=yes ; Remapable=yes ; PrimaryFireFLH=170,-90,120 ; SecondaryFireFLH=170,-90,120 [HANABI2] ; Hanabi Launcher (new) Cameo=HANABIICON AltCameo=HANABIUICON Voxel=yes Remapable=yes PrimaryFireFLH=170,-90,120 SecondaryFireFLH=170,-90,120 [FlowerTank] ; Flower Tank Cameo=FLOWERTANKICON AltCameo=FLOWERTANKUICON Voxel=yes Remapable=yes PrimaryFireFLH=190,0,120 SecondaryFireFLH=180,30,95 ;Scarlet Devil Vehicles-------------- [SDMCV] ;Scarlet Devil MCV Cameo=SDMCVICON Remapable=yes Voxel=yes [SHARV] ; Scarlet Devil harvester Cameo=SHARVICON Voxel=yes Remapable=yes [SHORV] ; Scarlet Devil harvester Cameo=SHARVICON Voxel=yes Remapable=yes [MedTank] ; Scarlet Devil Medium Tank Cameo=MedTankICON AltCameo=MedTankUICON Voxel=yes Remapable=yes PrimaryFireFLH=190,0,120 [ELEMENT] ; Elemental Tank Cameo=ELEMENTICON AltCameo=ELEMENTUICON Voxel=yes Remapable=yes PrimaryFireFLH=0,0,120 SecondaryFireFLH=150,0,120 WaterVoxel=ELEMENTwo [ELEMENTwo] ; Elemental Tank on water Cameo=ELEMENTICON AltCameo=ELEMENTUICON Voxel=yes Remapable=yes PrimaryFireFLH=0,0,120 SecondaryFireFLH=150,0,120 [MMTH2] ;MOmmOth Tank Cameo=MMTHICON AltCameo=MMTHUICON Voxel=yes Remapable=yes PrimaryFireFLH=190,25,120 ;Lunarian Vehicles---------------- [LMCV] ;Lunarian MCV Cameo=LMCVICON Remapable=yes Voxel=yes [LHARV] ; Lunar harvester PrimaryFireFLH=100,0,45 Cameo=LHARVICON Voxel=yes Remapable=yes [LHORV] ; Lunar harvester PrimaryFireFLH=100,0,45 Cameo=LHARVICON Voxel=yes Remapable=yes [ORON]; Orion Lunar Landspeeder Cameo=ORIONICON AltCameo=ORIONUICON Voxel=yes Image=ORON Remapable=yes PrimaryFireFLH=175,30,25 [LUNTNK] Voxel=yes Remapable=yes Cameo=LUNTNKICON AltCameo=LUNTNKUICON PrimaryFireFLH=120,0,100 [BANSHEE] ; Lunarian Banshees... Wait, what?! Voxel=yes Remapable=yes Cameo=BANSHEEICON AltCameo=BANSHEEUICON [Yagokoro] ; Yes, IT. Voxel=yes Remapable=yes Cameo=YAGOKOROICON AltCameo=YAGOKOROICON ;Kappa Vehicles------------------ [KMCV] ;Kappa MCV Cameo=KMCVICON Remapable=yes Voxel=yes [K2HARV] ; Kappa harvester Cameo=K2HARVICON Voxel=yes Remapable=yes [K2HORV] ; Kappa harvester Cameo=K2HARVICON Voxel=yes Remapable=yes [HVYTNK] ; KAPPA Heavy Tank Cameo=HVYTNKICON AltCameo=HVYTNKUICON Voxel=yes Remapable=yes PrimaryFireFLH=220,25,120 [GRAZER] ; KAPPA Grazer light vehicle Cameo=GRAZERICON AltCameo=GRAZERUICON Voxel=yes Remapable=yes PrimaryFireFLH=220,25,120 [ONBASHIRA] ; KAPPA Onbashira anti-tank vehicle Cameo=ONBASHIRAICON AltCameo=ONBASHIRAUICON Voxel=yes Remapable=yes PrimaryFireFLH=220,25,120 [YAKUGAMI] ;From Plumandsea and Ryosuke Cameo=YAKUICON AltCameo=YAKUUICON Voxel=yes UseBuffer=yes DisableVoxelCache=yes ; SJM: this is a major cache hog DisableShadowCache=yes ; SJM: this too Remapable=yes PrimaryFireFLH=0,85,10 SecondaryFireFLH=0,-85,10 ElitePrimaryFireFLH=0,85,10 EliteSecondaryFireFLH= 0,-85,10 ShadowIndex=1 [KAISER] ;Kaiser Tank Cameo=KAISERICON AltCameo=KAISERUICON Voxel=yes Remapable=yes PrimaryFireFLH=200,25,120 ;Other "Vehicles"------------------ [AYA] ; That one Tengu Cameo=TENGUICON Voxel=yes DisableVoxelCache=yes ; SJM: this is a major cache hog DisableShadowCache=yes ; SJM: this too [HATATE] ; That other Tengu Cameo=TENGUICON Voxel=yes DisableVoxelCache=yes ; SJM: this is a major cache hog DisableShadowCache=yes ; SJM: this too ;Buildings----------------- ;Hakurei Buildings----------------- ;Construction yard [HACNST] Remapable=yes Foundation=4x4 Height=4 AnimActive=0,26,3 Buildup=HACNSTMK Cameo=HACONSTICON DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ProductionAnim=HACNST_1 ProductionAnimDamaged=HACNST_1D ProductionAnimZAdjust=-10 ProductionAnimYSort=543 CanHideThings=True CanBeHidden=False OccupyHeight=3 DamageFireOffset0=-24,-1 DamageFireOffset1=64,36 [HAFKCNST] Image=HACNST Remapable=yes Foundation=4x4 Height=4 AnimActive=0,26,3 Buildup=HACNSTMK Cameo=HAFKCONSTICON DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ; ProductionAnim=HACNST_1 ; ProductionAnimDamaged=HACNST_1D ; ProductionAnimZAdjust=-10 ; ProductionAnimYSort=543 CanHideThings=True CanBeHidden=False OccupyHeight=3 DamageFireOffset0=-24,-1 DamageFireOffset1=64,36 ; Production animation for construction yard [HACNST_1] Normalized=yes Start=0 LoopStart=0 LoopEnd=17 LoopCount=1 Rate=200 Layer=ground NewTheater=yes ;DetailLevel=1 Shadow=yes ; Damaged Production anim for construction yard [HACNST_1D] Image=HACNST_1 Normalized=yes Start=18 LoopStart=18 LoopEnd=29 LoopCount=1 Rate=200 Layer=ground NewTheater=yes [HAHAKKERO] Remapable=yes Normalized=yes Cameo=HGHAKKEROICON Foundation=1x1 Buildup=HAHAKKEROMK Height=2 DemandLoadBuildup=true FreeBuildup=true NewTheater=yes CanHideThings=false CanBeHidden=true DamageFireOffset0=0,0 RemoveOccupy1=-2,-1 RemoveOccupy2=-1,-2 [HABRCKS] Remapable=yes Normalized=yes Cameo=HABRKSICON Foundation=2x2 Buildup=HABRCKSMK Height=4 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 [HAFKBRCKS] Image=HABRCKS Remapable=yes Normalized=yes Cameo=HAFKBRKSICON Foundation=2x2 Buildup=HABRCKSMK Height=4 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 [HAREFN] Remapable=yes Cameo=HAREFNICON Foundation=4x3 Height=4 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 Buildup=HAREFNMK DemandLoadBuildup=true FreeBuildup=true BibShape=HAREFNBB 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 [HAREFNBB] Layer=ground [HAOBSV] Remapable=yes Normalized=yes Height=6 Cameo=HAOBSVICON Foundation=2x2 Buildup=HAOBSVMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ActiveAnim=HAOBSV_A ActiveAnimDamaged=HAOBSV_AD ActiveAnimZAdjust=-160;-120;-50 ActiveAnimYSort=400;360 OccupyHeight=5 CanBeHidden=False DamageFireOffset0=-16,31 RemoveOccupy1=-1,0 RemoveOccupy2=-3,-3 [HAFKOBSV] Image=HAOBSV Remapable=yes Normalized=yes Height=6 Cameo=HAFKOBSVICON Foundation=2x2 Buildup=HAOBSVMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ActiveAnim=HAOBSV_A ActiveAnimDamaged=HAOBSV_AD ActiveAnimZAdjust=-160;-120;-50 ActiveAnimYSort=400;360 OccupyHeight=5 CanBeHidden=False DamageFireOffset0=-16,31 RemoveOccupy1=-1,0 RemoveOccupy2=-3,-3 [HAOBSV_A] Image=HAOBSV_A NewTheater=yes Normalized=yes LoopStart=0 LoopEnd=15 LoopCount=-1 Rate=200 Layer=air ;Shadow=yes [HAOBSV_AD] Image=HAOBSV_A ;NewTheater=yes Normalized=yes Start=16 LoopStart=16 LoopEnd=31 LoopCount=-1 Rate=200 Layer=air ;Shadow=yes [HAWEAP] Remapable=yes Cameo=HAWEAPICON ;Foundation=3x5 Foundation=5x3 Height=7 AnimActive=0,1,0 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 Buildup=HAWEAPMK DemandLoadBuildup=true FreeBuildup=true DeployingAnim=HAWEAP_2 DeployingAnimDamaged=HAWEAP_2D UnderDoorAnim=HAWEAP_1 UnderDoorAnimDamaged=HAWEAP_1D UnderDoorAnimZAdjust=-45 NewTheater=yes BibShape=HAWEAPBB RoofDeployingAnim=HAWEAP_4 RoofDeployingAnimDamaged=HAWEAP_4D UnderRoofDoorAnim=HAWEAP_3 UnderRoofDoorAnimDamaged=HAWEAP_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 [HAFKWEAP] Image=HAWEAP Remapable=yes Cameo=HAFKWEAPICON ;Foundation=3x5 Foundation=5x3 Height=7 AnimActive=0,1,0 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 Buildup=HAWEAPMK DemandLoadBuildup=true FreeBuildup=true ; DeployingAnim=HAWEAP_2 ; DeployingAnimDamaged=HAWEAP_2D ; UnderDoorAnim=HAWEAP_1 ; UnderDoorAnimDamaged=HAWEAP_1D ; UnderDoorAnimZAdjust=-45 NewTheater=yes BibShape=HAWEAPBB ; RoofDeployingAnim=HAWEAP_4 ; RoofDeployingAnimDamaged=HAWEAP_4D ; UnderRoofDoorAnim=HAWEAP_3 ; UnderRoofDoorAnimDamaged=HAWEAP_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 [HAWEAP_1] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [HAWEAP_1D] Image=HAWEAP_1 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [HAWEAP_2] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [HAWEAP_2D] Image=HAWEAP_2 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [HAWEAP_3] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [HAWEAP_3D] Image=HAWEAP_3 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [HAWEAP_4] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [HAWEAP_4D] Image=HAWEAP_4 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [HADEPT] Remapable=yes Normalized=yes Cameo=HADEPTICON ;Foundation=3x3 Foundation = Custom Foundation.X = 3 Foundation.Y = 3 Foundation.0 = 1,0 Foundation.1 = 0,1 Foundation.2 = 1,1 Foundation.3 = 2,1 Foundation.4 = 1,2 FoundationOutline.Length = 16 FoundationOutline.0 = 0,-1 FoundationOutline.1 = 1,-1 FoundationOutline.2 = 2,-1 FoundationOutline.3 = -1,0 FoundationOutline.4 = 0,0 FoundationOutline.5 = 2,0 FoundationOutline.6 = 3,0 FoundationOutline.7 = -1,1 FoundationOutline.8 = 3,1 FoundationOutline.9 = -1,2 FoundationOutline.10 = 0,2 FoundationOutline.11 = 2,2 FoundationOutline.12 = 3,2 FoundationOutline.13 = 0,3 FoundationOutline.14 = 1,3 FoundationOutline.15 = 2,3 ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 Height=2 AnimActive=0,7,2 Flat=yes Buildup=HADEPTMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes BibShape=HADEPTBB SpecialAnim=HADEPT_A SpecialAnimDamaged=HADEPT_A SpecialAnimZAdjust=0 SpecialAnimYSort=543 SpecialAnimTwo=HADEPT_B SpecialAnimTwoDamaged=HADEPT_B SpecialAnimTwoZAdjust=0 SpecialAnimTwoYSort=543 SpecialAnimThree=HADEPT_C SpecialAnimThreeDamaged=HADEPT_C SpecialAnimThreeZAdjust=0 SpecialAnimThreeYSort=543 CanHideThings=True CanBeHidden=False OccupyHeight=2 AddOccupy1=-1,0 AddOccupy2=-1,1 DamageFireOffset0=-67,22 ; Spell Circle forming. [HADEPT_A] ;C1 Image=HADEPT_A Normalized=yes Start=0 End=6 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 Rate=200 NewTheater=yes Shadow=yes Layer=ground ; Spell Circle working. [HADEPT_B] ;C2 Image=HADEPT_B Normalized=yes Start=0 LoopStart=0 LoopEnd=11 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes Layer=ground ; Spell Circle Fading [HADEPT_C] ;C3 Image=HADEPT_C Normalized=yes Start=0 End=6 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 Rate=200 NewTheater=yes Shadow=yes Layer=ground [HATECH] Remapable=yes Normalized=yes Cameo=HATECHICON Foundation=4x4 Buildup=HATECHMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=6 DamageFireOffset0=12,-5 DamageFireOffset1=-15,12 CanBeHidden=False [HASHRINE] Remapable=yes Normalized=yes Height=5 Cameo=HASHRINEICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=HASHRINEMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [HAIBUKI] Remapable=yes Normalized=yes Height=5 Cameo=IBUKIICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=HAIBUKIMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [HAKIRISAME] Remapable=yes Normalized=yes Height=5 Cameo=KIRISAMEICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=HAKIRISAMEMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [HAMARGAT] Remapable=yes Normalized=yes Height=5 Cameo=MARGATICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=HAMARGATMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [CAWOOD] ;Wooden Fence by ArgCmdr Cameo=CAWOODICON Foundation=1x1 ToOverlay=CAWOOD DamageLevels=3 ;NewTheater=yes DemandLoad=true [HATOWR] Cameo=HGTOWERICON Remapable=no Foundation=1x1 Height=6 Buildup=HATOWRMK DemandLoadBuildup=true FreeBuildup=true PrimaryFireFLH=0,0,378 NewTheater=yes DamageFireOffset0=-1,16 CanBeHidden=False OccupyHeight=4 [HAPANL] Remapable=yes Normalized=yes Cameo=HAPANLICON Foundation=3x2 Buildup=HAPANLMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=2 PrimaryFireFLH=90,215,96 ActiveAnim=HAPANL_A ActiveAnimDamaged=HAPANL_AD ActiveAnimZAdjust=-195 ActiveAnimYSort=505 ActiveAnimPowered=yes ActiveAnimTwo=HASTONE ActiveAnimTwoDamaged=HASTONE ActiveAnimTwoZAdjust=-494 ActiveAnimTwoPowered=yes ActiveAnimTwoYSort=504 ActiveAnimThree=HASTONE ActiveAnimThreeDamaged=HASTONE ActiveAnimThreeZAdjust=-495 ActiveAnimThreePowered=yes ActiveAnimThreeX=48 ActiveAnimThreeY=24 ActiveAnimThreeYSort=505 PowerUp1Anim=HASTONE ;The animation to add to this building when powered up by one level PowerUp1AnimDamaged=HASTONE ;Damaged version of the animation to add to this building when powered up by one level PowerUp1LocXX=24 ;The x offset from the buildings draw position for this powerup animation PowerUp1LocYY=12 ;The y offset from the buildings draw position for this powerup animation PowerUp1LocZZ=-165 ;Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. PowerUp1YSort=505 ;Amount to add to anims sorting position so that it renders in the correct order relative to other objects PowerUp2Anim=HASTONE PowerUp2AnimDamaged=HASTONE PowerUp2LocXX=32 PowerUp2LocYY=-8 PowerUp2LocZZ=-160 PowerUp2YSort=500 PowerUp3Anim=HASTONE PowerUp3AnimDamaged=HASTONE PowerUp3LocXX=62 PowerUp3LocYY=6 PowerUp3LocZZ=-150 PowerUp3YSort=495 OccupyHeight=2 AddOccupy1=-1,-1 DamageFireOffset0=18,9 DamageFireOffset1=42,55 CanBeHidden=False [HASTONE] PrimaryFireFLH=50,0,75 Image=HASTONE Cameo=HASTONEICON Normalized=yes Start=0 LoopStart=0 LoopEnd=10 LoopCount=-1 Rate=300 NewTheater=yes Shadow=yes [HAPANL_A] Image=HAPANL_A Normalized=yes Start=0 LoopStart=0 LoopEnd=10 LoopCount=-1 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 Rate=200 NewTheater=yes Shadow=yes [HAPANL_AD] Image=HAPANL_A Normalized=yes Start=10 LoopStart=10 LoopEnd=20 LoopCount=-1 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 Rate=200 NewTheater=yes Shadow=yes ;Scarlet Devil Buildings-------------- ;Construction yard [SACNST] Remapable=yes Foundation=4x4 Height=4 AnimActive=0,26,3 Buildup=SACNSTMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ProductionAnim=SACNST_1 ProductionAnimDamaged=SACNST_1D ProductionAnimZAdjust=-140 ProductionAnimYSort=673 CanHideThings=True CanBeHidden=False OccupyHeight=3 DamageFireOffset0=-24,-1 DamageFireOffset1=64,36 ; Production animation for construction yard [SACNST_1] 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 [SACNST_1D] Image=SACNST_1 Normalized=yes Start=21 LoopStart=21 LoopEnd=40 LoopCount=1 Rate=200 Layer=ground NewTheater=yes [SAPOWR] Remapable=yes Normalized=yes Cameo=SDSPOWERICON Foundation=3x2 Buildup=SAPOWRMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=4 OccupyHeight=2 AddOccupy1=-1,-1 DamageFireOffset0=-1,8 DamageFireOffset1=32,47 CanBeHidden=False [SABRCKS] Remapable=yes Normalized=yes Cameo=SABRCKSICON Foundation=3x2 Buildup=SABRCKSMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=4 OccupyHeight=2 AddOccupy1=-1,-1 DamageFireOffset0=18,9 DamageFireOffset1=42,55 CanBeHidden=False [SAKENNEL] Remapable=yes Normalized=yes Cameo=SDSKENLICON Foundation=1x1 Buildup=SAKENNELMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=1 DamageFireOffset0=1,5 CanBeHidden=False [SAREFN] Remapable=yes Cameo=SAMILLICON Foundation=4x3 Height=4 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 Buildup=SAREFNMK DemandLoadBuildup=true FreeBuildup=true BibShape=SAREFNBB 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=SAREFN_A ActiveAnimDamaged=SAREFN_AD ActiveAnimZAdjust=-160 ActiveAnimYSort=682 ; 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 [SAREFN_A] Normalized=yes Start=0 LoopStart=0 LoopEnd=12 LoopCount=-1 Rate=200 Layer=air NewTheater=yes ;DetailLevel=1 Shadow=yes [SAREFN_AD] Image=SAREFN_A Normalized=yes Start=12 LoopStart=12 LoopEnd=24 LoopCount=-1 Rate=200 Layer=air NewTheater=yes ;DetailLevel=1 Shadow=yes [SAWEAP] Remapable=yes Cameo=SAWEAPICON ;Foundation=3x5 Foundation=5x3 Height=7 AnimActive=0,1,0 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 Buildup=SAWEAPMK DemandLoadBuildup=true FreeBuildup=true DeployingAnim=SAWEAP_2 DeployingAnimDamaged=SAWEAP_2D UnderDoorAnim=SAWEAP_1 UnderDoorAnimDamaged=SAWEAP_1D UnderDoorAnimZAdjust=-45 NewTheater=yes BibShape=SAWEAPBB RoofDeployingAnim=SAWEAP_4 RoofDeployingAnimDamaged=SAWEAP_4D UnderRoofDoorAnim=SAWEAP_3 UnderRoofDoorAnimDamaged=SAWEAP_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 [SAWEAP_1] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [SAWEAP_1D] Image=SAWEAP_1 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [SAWEAP_2] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [SAWEAP_2D] Image=SAWEAP_2 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [SAWEAP_3] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [SAWEAP_3D] Image=SAWEAP_3 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [SAWEAP_4] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [SAWEAP_4D] Image=SAWEAP_4 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [SARADR] Remapable=yes Normalized=yes Cameo=SADOMEICON Foundation=2x2 Buildup=SARADRMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=1 DamageFireOffset0=1,5 CanBeHidden=False [SADEPT] Remapable=yes Normalized=yes Cameo=SADEPTICON Foundation=3x3 ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 Height=2 AnimActive=0,7,2 Flat=yes Buildup=SADEPTMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes BibShape=SADEPTBB SpecialAnim=SADEPT_A SpecialAnimDamaged=SADEPT_A SpecialAnimZAdjust=0 SpecialAnimYSort=543 SpecialAnimTwo=SADEPT_B SpecialAnimTwoDamaged=SADEPT_B SpecialAnimTwoZAdjust=0 SpecialAnimTwoYSort=543 SpecialAnimThree=SADEPT_C SpecialAnimThreeDamaged=SADEPT_C SpecialAnimThreeZAdjust=0 SpecialAnimThreeYSort=543 CanHideThings=True CanBeHidden=False OccupyHeight=2 AddOccupy1=-1,0 AddOccupy2=-1,1 DamageFireOffset0=-67,22 ; Spell Circle forming. [SADEPT_A] ;C1 Image=SADEPT_A Normalized=yes Start=0 End=6 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 Rate=200 NewTheater=yes Shadow=yes Layer=ground ; Spell Circle working. [SADEPT_B] ;C2 Image=SADEPT_B Normalized=yes Start=0 LoopStart=0 LoopEnd=11 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes Layer=ground ; Spell Circle Fading [SADEPT_C] ;C3 Image=HADEPT_C Normalized=yes Start=0 End=6 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 Rate=200 NewTheater=yes Shadow=yes Layer=ground [SATECH] Remapable=yes Normalized=yes Cameo=SATECHICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=SATECHMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=6 DamageFireOffset0=14,-2 DamageFireOffset1=-20,11 CanBeHidden=False [SACLON] Remapable=yes Normalized=yes Cameo=SACLONICON Foundation=2x2 Buildup=SACLONMK Height=4 DemandLoadBuildup=true FreeBuildup=true NewTheater=yes OccupyHeight=2 DamageFireOffset0=23,27 CanBeHidden=False ;DoubleThick=true [SADEVIL] Remapable=yes Normalized=yes Height=5 Cameo=SADEVILICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=SADEVILMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [SACLOCK] Remapable=yes Normalized=yes Height=5 Cameo=SACLOCKICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=SACLOCKMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [SACHIREI] Remapable=yes Normalized=yes Height=5 Cameo=CHIREIICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=SACHIREIMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [SAHELL] Cameo=BLAZHELLICON Image=SAHELL Remapable=yes Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=SAHELLMK Height=4 DemandLoadBuildup=true FreeBuildup=true NewTheater=yes PrimaryFirePixelOffset=0,44 ; aim for center of pad to align with anim SuperAnim=SAHELL_A SuperAnimYSort=543 SuperAnimZAdjust=-2 SuperAnimTwo=SAHELL_B SuperAnimTwoYSort=543 SuperAnimTwoZAdjust=-3 SuperAnimThree=SAHELL_C SuperAnimThreeYSort=543 SuperAnimThreeZAdjust=-4 SuperAnimFour=SAHELL_D SuperAnimFourYSort=543 SuperAnimFourZAdjust=-5 SuperAnimDamaged=SAHELL_AD SuperAnimTwoDamaged=SAHELL_BD SuperAnimThreeDamaged=SAHELL_CD SuperAnimFourDamaged=SAHELL_DD CanBeHidden=False OccupyHeight=3 RemoveOccupy1=1,-1 RemoveOccupy2=0,-2 RemoveOccupy3=-1,-2 RemoveOccupy4=-2,-2 RemoveOccupy5=-2,-1 RemoveOccupy6=-2,0 RemoveOccupy7=-1,1 ;Idle [SAHELL_A] Normalized=yes LoopStart=0 LoopEnd=1 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;Idle [SAHELL_AD] ;nuke silo Image=SAHELL_A Normalized=yes Start=1 LoopStart=1 LoopEnd=2 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;startup, transition to charged [SAHELL_B] Normalized=yes Start=0 End=12 Rate=200 Layer=ground NewTheater=yes Shadow=yes StartSound=NuclearSiloReady ;startup, transition to charged [SAHELL_BD] Image=SAHELL_B Normalized=yes Start=12 End=24 Rate=200 Layer=ground NewTheater=yes Shadow=yes StartSound=NuclearSiloReady ;looping, charged [SAHELL_C] Normalized=yes LoopStart=0 LoopEnd=1 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;looping, charged [SAHELL_CD] Image=SAHELL_C Normalized=yes Start=1 LoopStart=1 LoopEnd=2 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;shutdown, transition back to idle [SAHELL_D] Normalized=yes Start=0 End=12 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;shutdown, transition back to idle [SAHELL_DD] Image=SAHELL_D Normalized=yes Start=12 End=24 Rate=200 Layer=ground NewTheater=yes Shadow=yes [SATURR] Cameo=SGTURRICON Image=SATURR Remapable=yes Foundation=1x1 Buildup=SATURRMK 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 [SATOME] Cameo=SATOMEICON Remapable=yes Foundation=1x1 Height=5 ;Buildup=GAPRISMK DemandLoadBuildup=true FreeBuildup=true ;PrimaryFirePixelOffset=-6,-60 PrimaryFireDualOffset=true PrimaryFirePixelOffset=0,-4 PrimaryFireFLH=5,0,120 NewTheater=yes ActiveAnim=SATOME_A ActiveAnimDamaged=SATOME_AD ActiveAnimZAdjust=-83 DamageFireOffset0=-1,16 CanBeHidden=False OccupyHeight=4 [SATOME_A] Image=SATOME_A Normalized=yes Start=0 LoopStart=0 LoopEnd=5 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [SATOME_AD] Image=SATOME_A Normalized=yes Start=5 LoopStart=5 LoopEnd=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes ;Lunarian Buildings---------------- ;Construction yard [LACNST] Remapable=yes Foundation=4x4 Height=8 AnimActive=0,26,3 Buildup=LACNSTMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ProductionAnim=LACNST_1 ProductionAnimDamaged=LACNST_1D ProductionAnimZAdjust=-10 ProductionAnimYSort=543 CanHideThings=True CanBeHidden=False OccupyHeight=3 DamageFireOffset0=-24,-1 DamageFireOffset1=64,36 ; Production animation for construction yard [LACNST_1] Normalized=yes Start=0 LoopStart=0 LoopEnd=22 LoopCount=1 Rate=200 Layer=ground NewTheater=yes ;DetailLevel=1 Shadow=yes ; Damaged Production anim for construction yard [LACNST_1D] Image=LACNST_1 Normalized=yes Start=22 LoopStart=22 LoopEnd=44 LoopCount=1 Rate=200 Layer=ground NewTheater=yes [LAPOWR] Normalized=yes Remapable=yes Cameo=LAPOWRICON Foundation=2x2 Height=4 Buildup=LAPOWRMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ActiveAnim=LAPOWR_A ActiveAnimDamaged=LAPOWR_AD ActiveAnimPoweredSpecial=true ActiveAnimPowered=false ActiveAnimZAdjust=-5 CanBeHidden=False OccupyHeight=3 DamageFireOffset0=-12,30 [LAPOWR_A] Normalized=yes Start=0 LoopStart=0 LoopEnd=16 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [LAPOWR_AD] Image=LAPOWR_A Normalized=yes Start=16 LoopStart=16 LoopEnd=32 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [LABRCKS] Remapable=yes Normalized=yes Cameo=LABRCKSICON Foundation=3x3 Buildup=LABRCKSMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=3 OccupyHeight=1 AddOccupy1=-1,-1 DamageFireOffset0=18,9 DamageFireOffset1=42,55 CanBeHidden=False [LAREFN] Remapable=yes Cameo=LAREFNICON Foundation=4x3 Height=4 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 Buildup=LAREFNMK DemandLoadBuildup=true FreeBuildup=true BibShape=LAREFNBB 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 [LAAIRC] Remapable=yes Cameo=LAAIRCICON Foundation=3x3 Height=7 Flat=yes ; while this is a valid BuilType flag, it does nothing. Buildup=LAAIRCMK BibShape=LAAIRCBB ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 DemandLoadBuildup=true FreeBuildup=true NewTheater=yes DockingOffset0=0,-300,0 ;-80,80,0 DockingOffset1=0,256,0 ;-80,-208,0 DockingOffset2=-256,0,0 ;208,80,0 DockingOffset3=300,-50,0 ;208,-208,0 ActiveAnim=LAAIRC_A ActiveAnimDamaged=LAAIRC_AD ActiveAnimZAdjust=-60 ActiveAnimYSort=362 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 [LAAIRCBB] Layer=ground [LAAIRC_A] Normalized=yes Start=0 LoopStart=0 LoopEnd=5 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [LAAIRC_AD] Image=LAPOWR_A Normalized=yes Start=5 LoopStart=5 LoopEnd=10 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [LAWEAP] Remapable=yes Cameo=LAWEAPICON ;Foundation=3x5 Foundation=5x3 Height=10 AnimActive=0,1,0 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 Buildup=LAWEAPMK DemandLoadBuildup=true FreeBuildup=true DeployingAnim=LAWEAP_2 DeployingAnimDamaged=LAWEAP_2D UnderDoorAnim=LAWEAP_1 UnderDoorAnimDamaged=LAWEAP_1D UnderDoorAnimZAdjust=-45 NewTheater=yes BibShape=LAWEAPBB RoofDeployingAnim=LAWEAP_4 RoofDeployingAnimDamaged=LAWEAP_4D UnderRoofDoorAnim=LAWEAP_3 UnderRoofDoorAnimDamaged=LAWEAP_3D OccupyHeight=8 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 [LAWEAP_1] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [LAWEAP_1D] Image=LAWEAP_1 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [LAWEAP_2] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [LAWEAP_2D] Image=LAWEAP_2 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [LAWEAP_3] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [LAWEAP_3D] Image=LAWEAP_3 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [LAWEAP_4] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [LAWEAP_4D] Image=LAWEAP_4 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [LADEPT] Remapable=yes Normalized=yes Cameo=LADEPTICON Foundation=3x3 ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 Height=2 AnimActive=0,7,2 Flat=yes Buildup=LADEPTMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes BibShape=LADEPTBB SpecialAnim=LADEPT_A SpecialAnimDamaged=LADEPT_A SpecialAnimZAdjust=10 SpecialAnimYSort=443 SpecialAnimTwo=LADEPT_B SpecialAnimTwoDamaged=LADEPT_B SpecialAnimTwoZAdjust=10 SpecialAnimTwoYSort=443 SpecialAnimThree=LADEPT_A SpecialAnimThreeDamaged=LADEPT_A SpecialAnimThreeZAdjust=10 SpecialAnimThreeYSort=443 CanHideThings=True CanBeHidden=False OccupyHeight=2 AddOccupy1=-1,0 AddOccupy2=-1,1 DamageFireOffset0=-65,24 ; Platform Glowing. [LADEPT_A] ;C1 Image=LADEPT_A Normalized=yes Start=0 End=1 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 Rate=200 NewTheater=yes Shadow=yes Layer=ground ; Platform Glowing. [LADEPT_B] ;C2 Image=LADEPT_A Normalized=yes Start=0 LoopStart=0 LoopEnd=19 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes Layer=ground [LATECH] Remapable=yes Normalized=yes Cameo=LATECHICON Foundation=3x3 Buildup=LATECHMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=7 DamageFireOffset0=12,-5 DamageFireOffset1=-15,12 CanBeHidden=False [LAFORGE] Remapable=yes Cameo=LAFORGEICON Foundation=4x4 Height=4 Buildup=LAFORGEMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes CanHideThings=True CanBeHidden=False OccupyHeight=1 DamageFireOffset0=-20,23 DamageFireOffset1=-12,34 DamageFireOffset2=6,25 DamageFireOffset3=-24,53 [LAEIENTEI] Remapable=yes Normalized=yes Height=5 Cameo=EIENTEIICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=LAEIENTEIMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [LAMEDICAL] Remapable=yes Normalized=yes Height=5 Cameo=MEDSHOPICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=LAMEDICALMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [LAPALACE] Remapable=yes Normalized=yes Height=5 Cameo=LUNPALACEICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=LAPALACEMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [LATELE] Remapable=yes Normalized=yes Height=5 Cameo=LATELEICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=LATELEMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [LALASR] Cameo=LALASRICON Image=LALASR Remapable=yes Foundation=1x1 Buildup=LALASRMK 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 ;Kappa Buildings------------------ ;Construction yard [KACNST] Remapable=yes Foundation=4x4 Height=4 AnimActive=0,26,3 Buildup=KACNSTMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ProductionAnim=KACNST_1 ProductionAnimDamaged=KACNST_1D ProductionAnimZAdjust=-110 ProductionAnimYSort=643 CanHideThings=True CanBeHidden=False OccupyHeight=3 DamageFireOffset0=-24,-1 DamageFireOffset1=64,36 ; Production animation for construction yard [KACNST_1] Normalized=yes Start=0 LoopStart=0 LoopEnd=13 LoopCount=1 Rate=200 Layer=ground NewTheater=yes ;DetailLevel=1 Shadow=yes ; Damaged Production anim for construction yard [KACNST_1D] Image=KACNST_1 Normalized=yes Start=14 LoopStart=14 LoopEnd=27 LoopCount=1 Rate=200 Layer=ground NewTheater=yes [KAPOWR] Normalized=yes Remapable=yes Cameo=KAPOWRICON Foundation=2x2 Height=3 Buildup=KAPOWRMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ActiveAnim=KAPOWR_A ActiveAnimZAdjust=-95 CanBeHidden=False OccupyHeight=3 DamageFireOffset0=-12,30 ActiveAnimPoweredSpecial=true ActiveAnimPowered=false [KAPOWR_A] Normalized=yes Start=0 LoopStart=0 LoopEnd=14 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [KABRCKS] Remapable=yes Normalized=yes Cameo=KAPPABARRACKSICON Foundation=3x2 Buildup=KABRCKSMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes Height=4 OccupyHeight=2 AddOccupy1=-1,-1 DamageFireOffset0=16,5 DamageFireOffset1=25,32 CanBeHidden=False [KAREFN] Remapable=yes Cameo=KAREFNICON Foundation=4x3 Height=4 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 Buildup=KAREFNMK DemandLoadBuildup=true FreeBuildup=true BibShape=KAREFNBB 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 [KARADR] Normalized=yes Remapable=yes Cameo=KARADRICON Foundation=3x2 Height=6 Buildup=KARADRMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ActiveAnim=KARADR_A ActiveAnimDamaged=KARADR_AD ActiveAnimZAdjust=-95 ActiveAnimYSort=345 ActiveAnimPowered=yes CanBeHidden=False OccupyHeight=4 DamageFireOffset0=-12,30 [KARADR_A] Normalized=yes Start=0 LoopStart=0 LoopEnd=20 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [KARADR_AD] Image=KARADR_A Normalized=yes Start=20 LoopStart=20 LoopEnd=40 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [KAPAD] Remapable=yes Cameo=KAPADICON Foundation=1x1 Height=2 Flat=yes ; while this is a valid BuilType flag, it does nothing. Buildup=KAPADMK BibShape=KAPADBB ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 DemandLoadBuildup=true FreeBuildup=true NewTheater=yes CanHideThings=true CanBeHidden=False OccupyHeight=1 AddOccupy1=-1,-1 RemoveOccupy1=1,0 DamageFireOffset0=-36,23 DamageFireOffset1=-21,6 [KAPADBB] Layer=ground [KAWEAP] Remapable=yes Cameo=KAWEAPICON ;Foundation=3x5 Foundation=5x3 Height=7 AnimActive=0,1,0 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 Buildup=KAWEAPMK DemandLoadBuildup=true FreeBuildup=true DeployingAnim=KAWEAP_2 DeployingAnimDamaged=KAWEAP_2D UnderDoorAnim=KAWEAP_1 UnderDoorAnimDamaged=KAWEAP_1D UnderDoorAnimZAdjust=-45 NewTheater=yes BibShape=KAWEAPBB RoofDeployingAnim=KAWEAP_4 RoofDeployingAnimDamaged=KAWEAP_4D UnderRoofDoorAnim=KAWEAP_3 UnderRoofDoorAnimDamaged=KAWEAP_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 [KAWEAP_1] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [KAWEAP_1D] Image=KAWEAP_1 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [KAWEAP_2] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;;DetailLevel=1 [KAWEAP_2D] Image=KAWEAP_2 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [KAWEAP_3] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [KAWEAP_3D] Image=KAWEAP_3 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [KAWEAP_4] Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=0 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [KAWEAP_4D] Image=KAWEAP_4 Normalized=yes NewTheater=yes Start=1 LoopStart=1 LoopEnd=1 LoopCount=-1 Rate=400 Layer=ground ;DetailLevel=1 [KADEPT] Remapable=yes Normalized=yes Cameo=KADEPTICON Foundation=3x3 ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 Height=2 AnimActive=0,7,2 Flat=yes Buildup=KADEPTMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes BibShape=KADEPTBB SpecialAnim=KADEPT_A SpecialAnimDamaged=KADEPT_A SpecialAnimZAdjust=10 SpecialAnimYSort=443 SpecialAnimTwo=KADEPT_B SpecialAnimTwoDamaged=KADEPT_B SpecialAnimTwoZAdjust=10 SpecialAnimTwoYSort=443 SpecialAnimThree=KADEPT_A SpecialAnimThreeDamaged=KADEPT_A SpecialAnimThreeZAdjust=10 SpecialAnimThreeYSort=443 CanHideThings=True CanBeHidden=False OccupyHeight=2 AddOccupy1=-1,0 AddOccupy2=-1,1 DamageFireOffset0=-65,24 ; Platform Glowing. [KADEPT_A] ;C1 Image=KADEPT_A Normalized=yes Start=0 End=1 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 5 Rate=200 NewTheater=yes Shadow=yes Layer=ground ; Platform Glowing. [KADEPT_B] ;C2 Image=LADEPT_A Normalized=yes Start=0 LoopStart=0 LoopEnd=19 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes Layer=ground [KATECH] Remapable=yes Normalized=yes Cameo=KATECHICON Height=12 Foundation=3x3 Buildup=KATECHMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ActiveAnim=KATECH_A ActiveAnimDamaged=KATECH_AD ActiveAnimZAdjust=-150;-120 CanHideThings=True CanBeHidden=False OccupyHeight=5 DamageFireOffset0=-26,27 DamageFireOffset1=-2,-57 DamageFireOffset2=22,50 [KATECH_A] Image=KATECH_A Normalized=yes Start=0 LoopStart=0 LoopEnd=12 LoopCount=-1 Rate=250 Layer=ground NewTheater=yes [KATECH_AD] Image=KATECH_A Normalized=yes Start=12 LoopStart=12 LoopEnd=24 LoopCount=-1 Rate=250 Layer=ground NewTheater=yes [KAFUSION] Normalized=yes Remapable=yes Cameo=KAFUSEICON Foundation=3x3 Height=3 Buildup=KAFUSIONMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes ActiveAnim=KAFUSION_A ActiveAnimDamaged=KAFUSION_AD ActiveAnimZAdjust=-105 CanBeHidden=False OccupyHeight=3 DamageFireOffset0=-12,30 ActiveAnimPoweredSpecial=true ActiveAnimPowered=false [KAFUSION_A] Normalized=yes Start=0 LoopStart=0 LoopEnd=10 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [KAFUSION_AD] Image=KAFUSION_A Normalized=yes Start=10 LoopStart=10 LoopEnd=20 LoopCount=-1 Rate=200 NewTheater=yes Shadow=yes [KAHQ] Remapable=yes Normalized=yes Height=5 Cameo=KAHQICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=KAHQMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [KAMSILO] Cameo=KAMISSLEICON Image=KAMSILO Remapable=yes Foundation = Custom Foundation.X = 4 Foundation.Y = 2 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 0,1 Foundation.5 = 1,1 Foundation.6 = 2,1 Foundation.7 = 3,1 FoundationOutline.Length = 16 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = -1,0 FoundationOutline.7 = 4,0 FoundationOutline.8 = -1,1 FoundationOutline.9 = 4,1 FoundationOutline.10 = -1,2 FoundationOutline.11 = 0,2 FoundationOutline.12 = 1,2 FoundationOutline.13 = 2,2 FoundationOutline.14 = 3,2 FoundationOutline.15 = 4,2 Buildup=KAMSILOMK Height=4 DemandLoadBuildup=true FreeBuildup=true NewTheater=yes PrimaryFirePixelOffset=0,44 ; aim for center of pad to align with anim SuperAnim=KAMSILO_A SuperAnimYSort=543 SuperAnimZAdjust=-2 SuperAnimTwo=KAMSILO_B SuperAnimTwoYSort=543 SuperAnimTwoZAdjust=-3 SuperAnimThree=KAMSILO_C SuperAnimThreeYSort=543 SuperAnimThreeZAdjust=-4 SuperAnimFour=KAMSILO_D SuperAnimFourYSort=543 SuperAnimFourZAdjust=-5 SuperAnimDamaged=KAMSILO_AD SuperAnimTwoDamaged=KAMSILO_BD SuperAnimThreeDamaged=KAMSILO_CD SuperAnimFourDamaged=KAMSILO_DD CanBeHidden=False OccupyHeight=3 RemoveOccupy1=1,-1 RemoveOccupy2=0,-2 RemoveOccupy3=-1,-2 RemoveOccupy4=-2,-2 RemoveOccupy5=-2,-1 RemoveOccupy6=-2,0 RemoveOccupy7=-1,1 ;Idle [KAMSILO_A] Normalized=yes LoopStart=0 LoopEnd=1 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;Idle [KAMSILO_AD] ;nuke silo Image=KAMSILO_A Normalized=yes Start=1 LoopStart=1 LoopEnd=2 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;startup, transition to charged [KAMSILO_B] Normalized=yes Start=0 End=13 Rate=200 Layer=ground NewTheater=yes Shadow=yes StartSound=NuclearSiloReady ;startup, transition to charged [KAMSILO_BD] Image=KAMSILO_B Normalized=yes Start=13 End=26 Rate=200 Layer=ground NewTheater=yes Shadow=yes StartSound=NuclearSiloReady ;looping, charged [KAMSILO_C] Normalized=yes LoopStart=0 LoopEnd=1 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;looping, charged [KAMSILO_CD] Image=KAMSILO_C Normalized=yes Start=1 LoopStart=1 LoopEnd=2 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;shutdown, transition back to idle [KAMSILO_D] Normalized=yes Start=0 End=6 Rate=200 Layer=ground NewTheater=yes Shadow=yes ;shutdown, transition back to idle [KAMSILO_DD] Image=KAMSILO_D Normalized=yes Start=6 End=12 Rate=200 Layer=ground NewTheater=yes Shadow=yes [KAMORIYA] Remapable=yes Normalized=yes Height=5 Cameo=KASHRINEICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=KAMORIYAMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [KASUWA] Remapable=yes Normalized=yes Height=5 Cameo=KALAKEICON Foundation = Custom Foundation.X = 5 Foundation.Y = 5 Foundation.0 = 0,0 Foundation.1 = 1,0 Foundation.2 = 2,0 Foundation.3 = 3,0 Foundation.4 = 4,0 Foundation.5 = 0,1 Foundation.6 = 1,1 Foundation.7 = 2,1 Foundation.8 = 3,1 Foundation.9 = 4,1 Foundation.10 = 0,2 Foundation.11 = 1,2 Foundation.12 = 2,2 Foundation.13 = 3,2 Foundation.14 = 4,2 Foundation.15 = 0,3 Foundation.16 = 1,3 Foundation.17 = 2,3 Foundation.18 = 3,3 Foundation.19 = 4,3 Foundation.20 = 0,4 Foundation.21 = 1,4 Foundation.22 = 2,4 Foundation.23 = 3,4 Foundation.24 = 4,4 FoundationOutline.Length = 24 FoundationOutline.0 = -1,-1 FoundationOutline.1 = 0,-1 FoundationOutline.2 = 1,-1 FoundationOutline.3 = 2,-1 FoundationOutline.4 = 3,-1 FoundationOutline.5 = 4,-1 FoundationOutline.6 = 5,-1 FoundationOutline.7 = -1,0 FoundationOutline.8 = 5,0 FoundationOutline.9 = -1,1 FoundationOutline.10 = 5,1 FoundationOutline.11 = -1,2 FoundationOutline.12 = 5,2 FoundationOutline.13 = -1,3 FoundationOutline.14 = 5,3 FoundationOutline.15 = -1,4 FoundationOutline.16 = 5,4 FoundationOutline.17 = -1,5 FoundationOutline.18 = 0,5 FoundationOutline.19 = 1,5 FoundationOutline.20 = 2,5 FoundationOutline.21 = 3,5 FoundationOutline.22 = 4,5 FoundationOutline.23 = 5,5 Buildup=KASUWAMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes SuperAnim=CASPELL4 SuperAnimDamaged=CASPELL4 SuperAnimZAdjust=-20 SuperAnimYSort=543 SuperAnimTwo=CASPELL2 SuperAnimTwoDamaged=CASPELL2 SuperAnimTwoZAdjust=-20 SuperAnimTwoYSort=543 SuperAnimThree=CASPELL1 SuperAnimThreeDamaged=CASPELL1 SuperAnimThreeZAdjust=-20 SuperAnimThreeYSort=543 SuperAnimFour=CASPELL3 SuperAnimFourDamaged=CASPELL3 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 [KAMISL] Cameo=KAMISLICON Image=KAMISL Remapable=yes Foundation=1x1 Buildup=KAMISLMK 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 [KAPILL] Cameo=KAPILLICON Image=KAPILL Remapable=yes Foundation=1x1 Height=1 Buildup=KAPILLMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes PrimaryFirePixelOffset=0,10 PrimaryFireFLH=90,0,40 PrimaryFireDualOffset=true Recoilless=yes [KACAMOPILL] Cameo=KACAMOPILLICON Image=KAPILL Remapable=yes Foundation=1x1 Height=1 Buildup=KAPILLMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes PrimaryFirePixelOffset=0,10 PrimaryFireFLH=90,0,40 PrimaryFireDualOffset=true Recoilless=yes ;Other Buildings---------------- [CASPELL1] Image=CASPELL1 Normalized=yes DemandLoad=true Start=0 LoopStart=0 LoopEnd=180 LoopCount=-1 Rate=250 Layer=ground NewTheater=yes Flat=yes Shadow=yes StartSound=WeatherControlReadyLoop [CASPELL2] Image=CASPELL2 Normalized=yes DemandLoad=true Start=0 End=11 Rate=250 Layer=ground NewTheater=yes Flat=yes Shadow=yes StartSound=WeatherControlReady [CASPELL4] DemandLoad=true Image=CASPELL4 Normalized=yes LoopStart=0 LoopEnd=1 LoopCount=-1 Rate=250 Layer=ground NewTheater=yes Shadow=yes Flat=yes [CASPELL3] DemandLoad=true Image=CASPELL2 Normalized=yes Start=12 End=21 Rate=250 Layer=ground NewTheater=yes Shadow=yes Flat=yes ;-------------------------------------------- [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 SecondaryFireFLH=85,0,130 [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 [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=3x3 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 [KAPOWER] Normalized=yes Remapable=yes Cameo=KAPOWERICON Foundation=3x2 Height=4 Buildup=KAPOWERMK DemandLoadBuildup=true FreeBuildup=true NewTheater=yes CanBeHidden=False OccupyHeight=4 DamageFireOffset0=-12,30 ;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= Foundation=2x2 Buildup=NAHANDMK Height=4 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 ;ToOverlay=NAWALL ;ToOverlay=NAPOST ActiveAnim=NAPOST_A ;ActiveAnimDestroyed=NAPOST_AD ActiveAnimZAdjust=-100 ActiveAnimTwo=NAPOST_B ActiveAnimTwoZAdjust=-100 [NAFNCE] ;ToOverlay=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=SAWALLICON 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 [ShanghaiSequence] Ready=0,1,1 Guard=0,1,1 Prone=8,1,4 Down=0,1,1 Crawl=8,4,4 Walk=8,4,4 Up=0,1,1 Idle1=40,7,0,S Idle2=47,15,0,W Die1=0,1,1 Die2=0,1,1 Die3=0,1,1 Die4=0,1,1 Die5=0,1,1 Tread=0,1,1 Swim=8,4,4 WetAttack=0,1,1 WetIdle1=40,7,0,S WetIdle2=47,15,0,W WetDie1=0,1,1 WetDie2=0,1,1 FireUp=62,7,7 FireProne=62,7,7 Paradrop=0,1,1 Cheer=47,15,0,W Panic=8,4,4 [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] [FirewBall] Remapable=yes UseLineTrail=yes ; SJM LineTrailColor=216,216,255 ; SJM LineTrailColorDecrement=16 ; SJM Voxel=yes [fb1] Frames=8 AnimPalette=yes UseLineTrail=yes ; SJM LineTrailColor=255,105,0 ; SJM LineTrailColorDecrement=16 ; SJM SpawnDelay=2 [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 [OKUUUP] ;Up pointing big ol nuke Trailer=NUKEPUFF;V3TRAIL;SMOKEY2 [OKUUDN] ; and down pointing Trailer=;NUKEPUFF;V3TRAIL;SMOKEY2 ;gs if it has a trailer it comes out of its nose [MIMIUP] ;Up pointing big ol nuke Trailer=NUKEPUFF;V3TRAIL;SMOKEY2 [MIMIDN] ; and down pointing Trailer=;NUKEPUFF;V3TRAIL;SMOKEY2 ;gs if it has a trailer it comes out of its nose [SATELLITE] Trailer=SMOKEY2 ;gs if it has a trailer it comes out of its nose Voxel=yes Remapable=yes ; *** 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. [napalmclassic] Normalized=yes Rate=350 UseNormalLight=yes Report=NapalmExplosion [NULLANIM] Rate=375 Layer=Top AltPalette=yes [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=air Translucent=yes UseNormalLight=yes ;AltPalette=yes ;Translucency=50 [PULSEFX2] Normalized=yes Layer=air Translucent=yes UseNormalLight=yes ;AltPalette=yes ;Translucency=50 [EMP_FX01] Normalized=yes Layer=top 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=yes Rate=300 TranslucencyDetailLevel=1 Flat=true [RING3] Translucent=yes Rate=300 TranslucencyDetailLevel=1 Flat=true Crater=yes ZAdjust=-15 [CDGAS] Translucent=no TranslucencyDetailLevel=1 Flat=true Rate=450 [NUKEANIM];nuke mushroom cloud explosion Rate=400 Report=NukeExplosion [BLUENUKE];nuke mushroom cloud explosion Rate=400 Report=NukeExplosion [OKUUANIM];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 [OKUUBALL];Bird brain 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 [SPARK1] Rate=300 ZAdjust=-650 Crater=yes [SPARK3] Rate=300 ZAdjust=-650 Crater=yes [SPARK2] Rate=300 ZAdjust=-650 Crater=yes [PDFXCLD];gs Dominator giant head Rate=300 [PDFXLOC];gs Dominator ring on ground Rate=300 Flat=yes Translucent=yes TranslucencyDetailLevel=1 [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 [ScarletBeam] Translucent=yes Rate=200 Tiled=yes LoopStart=0 LoopEnd=15 LoopCount=4 TranslucencyDetailLevel=1 Report=ION;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 [Fireworks] UseNormalLight=yes Translucent=yes Translucency=50 Report=FlakCannonAttack [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=10 ;12 LoopCount=-1 Rate=250 Layer=ground NewTheater=yes [GATECH_AD] Image=GATECH_A Normalized=yes Start=11 ;13 LoopStart=11 ;13 LoopEnd=20 ;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 ; Fantasy Seal Orbs [SEALR] Elasticity=0.0 MaxXYVel=100.0 MinZVel=-75.0 ExpireAnim=TWLT100 Damage=450;5000000 DamageRadius=800 Warhead=SEALWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=7 LoopCount=-1 RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=METEOR [SEALG] Elasticity=0.0 MaxXYVel=100.0 MinZVel=-75.0 ExpireAnim=TWLT100 Damage=450;5000000 DamageRadius=800 Warhead=SEALWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=7 LoopCount=-1 RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=METEOR [SEALB] Elasticity=0.0 MaxXYVel=100.0 MinZVel=-75.0 ExpireAnim=TWLT100 Damage=450;5000000 DamageRadius=800 Warhead=SEALWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=7 LoopCount=-1 RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=METEOR [SEALY] Elasticity=0.0 MaxXYVel=100.0 MinZVel=-75.0 ExpireAnim=TWLT100 Damage=450;5000000 DamageRadius=800 Warhead=SEALWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=7 LoopCount=-1 RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=METEOR [SEALO] Elasticity=0.0 MaxXYVel=100.0 MinZVel=-75.0 ExpireAnim=TWLT100 Damage=450;5000000 DamageRadius=800 Warhead=SEALWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=7 LoopCount=-1 RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=METEOR [SEALV] Elasticity=0.0 MaxXYVel=100.0 MinZVel=-75.0 ExpireAnim=TWLT100 Damage=450;5000000 DamageRadius=800 Warhead=SEALWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=7 LoopCount=-1 RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=METEOR ; Onbashira [ONBASH1] Elasticity=0.0 MaxXYVel=18.0 MinZVel=-50.0 ExpireAnim=TWLT100 Damage=500;5000000 DamageRadius=300 Warhead=ONBASHWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=16 LoopCount=-1 ;RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=KirovAttack Shadow=no ; Onbashira [ONBASH2] Elasticity=0.0 MaxXYVel=18.0 MinZVel=-50.0 ExpireAnim=TWLT100 Damage=500;5000000 DamageRadius=300 Warhead=ONBASHWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=16 LoopCount=-1 ;RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=KirovAttack Shadow=no ; Onbashira [ONBASH3] Elasticity=0.0 MaxXYVel=18.0 MinZVel=-50.0 ExpireAnim=TWLT100 Damage=500;5000000 DamageRadius=300 Warhead=ONBASHWH IsMeteor=true ;Spawns=METDEBRI ;SpawnCount=7 LoopStart=0 LoopEnd=16 LoopCount=-1 ;RandomRate=220,500 ;DetailLevel=0 ;TrailerAnim=SMOKEY2 ;TrailerSeperation=1 Report=KirovAttack Shadow=no ; Larger meteor [METLARGE] Elasticity=0.0 MaxXYVel=100.0 MinZVel=-50.0 ExpireAnim=TWLT070 Damage=350;5000000 DamageRadius=300 Warhead=METIMPACT IsMeteor=true Spawns=METDEBRI SpawnCount=7 LoopStart=0 LoopEnd=8 LoopCount=-1 RandomRate=220,500 ;DetailLevel=0 TrailerAnim=SMOKEY2 TrailerSeperation=1 Report=METEOR ; Small meteor [METSMALL] Elasticity=0.0 MinZVel=-50.0 MaxXYVel=100.0 ExpireAnim=TWLT100 Damage=300;5000000 DamageRadius=300 Warhead=METIMPACT IsMeteor=true IsTiberium=true Spawns=METDEBRI SpawnCount=4 LoopStart=0 LoopEnd=8 LoopCount=-1 RandomRate=220,500 ;DetailLevel=0 TrailerAnim=METSTRAL TrailerSeperation=1 Report=METEOR ; Meteor impact debris [METDEBRI] Elasticity=0.0 MinZVel=40.0 MaxXYVel=18.0 ExpireAnim=TWLT070 Damage=50 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=METEORHIT ;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