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  1. Yesterday
  2. Hello Used to have CnC G ZH game years ago, recently downloaded CnC Ultimate pkg due to covid lock down. I am looking for the charts that showed tech tree for each of the factions. ? pdf anyone Thanks
  3. Because in the first game he wasnt gone fast enough Its not like they actually planned for him to survive the ion blast, but when they made a second game, they came up with a simple explanation, which is that he could make himself disappear away
  4. If that were the case, he wouldn't have wounds under his mask nor a limp throughout TS, FS and KW Act 1.
  5. So this is the end of Tiberian Dawn: Now look what he does here (start at 1:30) : Kane survives because he is able to leave this world before damage reaches him
  6. Yeah that's true! I relly like the allusion to the biblical figure even though I would like to think of Kane as another sort of being. He is not fully human that's for sure. If he's not the biblical figure then he is either an alien or a human that somehow got supernatural powers. Are there any theories of aliens posing as humans since he has a human appearance? If it's the later from what could he have recieved supernatural powers? There must be a lot of different sci-fi stories out there with similar figures. If anyone could tip me of that would be great. I'm interested in different theories that could explain Kane. He and the origin of tiberium never got explained in TD or TS.
  7. It goes both with the EALA story of him being an alien and the biblical theme of Cain from Genesis (who was condemned to a life of wandering in the Land of Nod after killing his own brother, Abel). However, a particular line in the Bible makes things all the more interesting (Genesis 4:15): It's in everyone's best interest not to kill him
  8. How come Kane has been around for thousands of yearts as he claims? Why didn't he get more hurt by the ion canon blast by the end of TD? Do we know any of Westwoods lore reasons for his immortality? I want theories! What are some common ways of doing immortaly in sci-fi? I mean there must be a lot of different takes on it. Doesn't Paul Atreidies become sort of immortal in Dune? Or at least he recieves great powers. What are your thoughts?
  9. LucasSK

    [WIP] [Tiberium Resurrection]

    Learn how to make guard routes in FinalSun in yet another tutorial! https://www.youtube.com/watch?v=ZcNxgCfnPW0&list=PLjjwlzyJni7VrKTFltZ03e-4imT-_xwlD&index=10 Be sure to also check @Hollands mapping courses! https://www.youtube.com/playlist?list=PLSe1fqlsB-g45L-iHP01YevQVbD2DaDOt
  10. Last week
  11. @Rich Nagel Found an odd bug on this subject... when I added sczounds.mix, the game refused to show the GDI/Nod choice animation on the New Game screen, and crashed when making the side choice...
  12. BruteForce

    Red Alert 2 campaign not working

    Yes! Thank you so much for your help. Not knowing any better, i was under the impression that the CNCNet YR client automatically fixed the issues from the games. I went in, adjusted the renderer, now the game is running smoother than ever. It even fixed an issue i was having with YR during campaign missions the game would suddenly stop working. Thanks again for all of your support.
  13. Plokite_Wolf

    Red Alert 2 campaign not working

    You'll need to run the CnCNet YR client to go to the options and choose a different graphics renderer, which will be applied to both RA2 and YR. Then exit the client and run both RA2 and YR as usual to see if it worked. Repeat until you find one that works best.
  14. BruteForce

    Red Alert 2 campaign not working

    Alright, so i created the new folder, uninstalled and then reinstalled the game. Yuri's Revenge works but when i click on RA2, it comes up with a black screen for a few minutes, then states failed to initiate, reinstall the program. Before the attempt to fix it, i was at least able to start the game to get to the main menu, but now i can't get that far. I also installed the CNCnet program to update both games to the current version. Any other advice would be greatly appreciated.
  15. Plokite_Wolf

    Red Alert 2 campaign not working

    Try a custom one, like C:\Games\Red Alert 2
  16. BruteForce

    Red Alert 2 campaign not working

    I'm not very tech savy so my last question before i try the suggestions, which are highly appreciated, other than Program Files and Documents, where should i try putting the folder? Where do you all put yours?
  17. Plokite_Wolf

    Red Alert 2 campaign not working

    @BruteForce you've installed the game in your Documents folder, which may be the cause of the game application's inability to load certain files. Try installing in a folder that is neither Documents nor Program Files, since newer Windows systems are touchy with that. @Whiteboy https://cncnz.com/features/technical-support-help-guides/installing-command-conquer-red-alert-2/
  18. Whiteboy

    Red Alert 2 campaign not working

    Where is this tech guide you are referring to? Have you tried downloading and installing the CnCNet online client to your game folder, it doesn't just install a new launcher (for online/LAM/Skirmish) but it also installs fixes that make Campaign work I believe. Another suggestion I have is to uninstall the game and install it elsewhere - the Windows documents can behave slightly differently to normal folder and it might be worth a shot?
  19. BruteForce

    Red Alert 2 campaign not working

    If you can see the attached image, this is what my folder looks like. The full destination address is; This PC>Documents>Red Alert 2.
  20. Plokite_Wolf

    Red Alert 2 campaign not working

    Did you make sure you copied maps01.mix, maps02.mix and maps03md.mix in the game's directory and NOT a subfolder of some sort?
  21. I followed all of the steps from the tech guide on how to get the old CD version of the game working on windows 10. I copied all of the files, downloaded the xwis, ect. The game launches and everything works until i try and access the campaign. The allied campaign says 'unable to read scenario' and when i click on the Soviet campaign, it will play through the first video and the game will close out before the interface comes on. I have gone through the RA2 directory file to ensure all the files are accounted for and they are all there. Has anyone else had this issue and if so, what did you do to solve it. I will try to play Yuri's Revenge in the meantime.
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  25. tg-channel

    Easter Eggs

    Hey guys, A guy informed me about an Easter Egg in the Tomb Raided mission so I made a video about it. In the video description there are some other Easter Eggs as well in case you are interested. https://www.youtube.com/watch?v=DHekEfwA8Vw&t=1s Do you happen to know if there are some other easter eggs or "weird" stuff in the campaigns? Thanks!
  26. LucasSK

    [WIP] [Tiberium Resurrection]

    TR Ready Hello everyone, after successful release of the trailer / showcase, I decided to talk a bit more about the new sub-project TR Ready! My vision for this project is to make most of the well known Tiberian Sun and Firestorm skirmish maps renewed and "attractive" again while including part of Tiberium Resurrection in it. I am trying to achieve this with the following features: the remastered maps are more balanced, much more detailed and with better lightning than the vanilla ones the remastered maps feature new red "bloody" tiberium alongside with many patches and changes to already existing units and building each remastered map has its special attribute / modificator to make the gameplay unique and interesting... you can read about modificator straight from the Permafrost (2-4) below! At last, every remastered map will have its showcase video on Tiberium Resurrection YouTube channel! These videos will come out pretty frequently, so be sure to subscribe to not miss them. Here is the first one! https://www.youtube.com/watch?v=8eXuygfEl_E I believe, that you will like the changes I made to the maps! As always, have a good day and stay safe!
  27. oh ok here is the code (separate xml files): Logic Command: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommand id="Command_ConstructThumper" Type="CONSTRUCTION_YARD_CONSTRUCT" Options=""> <Object>Thumper</Object> </LogicCommand> </AssetDeclaration> MCV: Command Set: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommandSet id="GDIConstructionYardCommandSet"> <Cmd>Command_ConstructGDIPowerPlant</Cmd> <Cmd>Command_ConstructThumper</Cmd> <Cmd>Command_ConstructGDIRefinery</Cmd> <Cmd>Command_ConstructGDIBarracks</Cmd> <Cmd>Command_ConstructGDIWarfactory</Cmd> <Cmd>Command_ConstructGDICommandPost</Cmd> <Cmd>Command_ConstructGDIAirTower</Cmd> <Cmd>Command_ConstructGDIMedicalCenter</Cmd> <Cmd>Command_ConstructGDIArmory</Cmd> <Cmd>Command_ConstructGDISpaceCommandUplink</Cmd> <Cmd>Command_ConstructGDIReclamatorHub</Cmd> <Cmd>Command_ConstructGDIWatchTower</Cmd> <Cmd>Command_ConstructGDIGolumCannon</Cmd> <Cmd>Command_ConstructGDIAABattery</Cmd> <Cmd>Command_ConstructGDITiberiumSilo</Cmd> <Cmd>Command_ConstructGDITerraformingStation</Cmd> <Cmd>Command_ConstructGDIIonCannonControl</Cmd> <Cmd>Command_ConstructGDICrane</Cmd> <Cmd>Command_ConstructGDIAirSupport</Cmd> <Cmd>Command_ConstructGDISurveyor</Cmd> <Cmd>Command_PackGDIMCV</Cmd> </LogicCommandSet> </AssetDeclaration> GameObject: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <GameObject id="Thumper" KindOf="SELECTABLE CAN_CAST_REFLECTIONS HARVESTER TIBERIUM_BASED PRELOAD SCORE IGNORES_SELECT_ALL MOVE_FOR_NOONE STRUCTURE HEALED_BY_TIBERIUM CAN_BE_FAVORITE_UNIT" Description="Desc:Thumper" TypeDescription="Type:Thumper" RadarPriority="STRUCTURE" BuildCompletion="INVALID" FenceWidth="0" FenceXOffset="0" RemoveTerrainRadius="0" EmotionRange="0" PlacementViewAngle="0d" BuildFadeInOnCreateTimeSeconds="0s" FactoryExitWidth="0" FactoryExtraBibWidth="0" Side="Combine" EditorName="Thumper" EditorSorting="STRUCTURE" BountyValue="0" BuildTime="1" BuildFadeInOnCreateTime="0" EnergyProduction="0" EnergyBonus="0" CommandSet="AlienSporePodCommandSet" SelectPortrait="Portrait_ShieldedHarvester" ButtonImage="Portrait_ShieldedHarvester" VoicePriority="16" MinZIncreaseForVoiceMoveToHigherGround="-1" CrowdResponse="" CampnessValue="0" CampnessValueRadius="600" Scale="1" HealthBoxScale="1.5" HealthBoxHeightOffset="10" OcclusionDelay="0" LiveCameraPitch="0" FormationWidth="1" FormationDepth="1" InstanceScaleFuzziness="0" ThreatRadius="-1" RamPower="0" RamZMult="1" ShockwaveResistance="100" CommandPoints="0" CommandPointBonus="0" VoiceAttackChargeTimeout="0" MaxDistanceForEngaged="0" EngagedStateTimeout="0" ThreatLevel="1" SlopeLimitIndex="0" PathfindDiameter="-1" SupplyOverride="0" DisplayMeleeDamage="-1" DisplayRangedDamage="-1" HeroSortOrder="2147483647" FiringArc="360" CamouflageDetectionMultiplier="1" SelectionPriority="2147483647" ProductionQueueType="MAIN_STRUCTURE" BuildPlacementTypeFlag="TIBERIUM_FIELD" BuildOnRequiredObjectKindOf="TIBERIUM_FIELD HARVESTABLE" UnitCategory="STRUCTURE" WeaponCategory="NONE" HasFiredRecentlyTime="2s" UnitTypeIcon="" ReinvisibilityDelay="7s" CaptureTime="0s" BuildCost="1600" RefundValue="0" ThreatValue="0" MaxSimultaneousOfType="0" TransportSlotCount="1" IsTrainable="True" IsForbidden="False" IsPrerequisite="False" IsGrabbable="False" IsHarvestable="False" StructureRubbleHeight="0" ForceLuaRegistration="False" ShowHealthInSelectionDecal="False" KeepSelectableWhenDead="False" IsAutoBuilt="False" CanPathThroughGates="True" ShouldClearShotsOnIdle="False" BuildInProximityToSamePlayerStucture="True"> <DisplayName>NAME:Thumper</DisplayName> <ArmorSet Armor="AlienHarvesterArmor" DamageFX="InfantryAlienDamageFX" Conditions="" /> <ArmorSet Armor="AlienAnnihilatorTripodArmorShieldBodyEnabled" DamageFX="VehicleDamageFX" Conditions="SHIELDBODY_ENABLED" /> <LocomotorSet Speed="0" Condition="NORMAL" Locomotor="AlienHarvesterLocomotor" /> <SkirmishAIInformation BaseBuildingLocation="SIDE" ConquerMetricsOverrideDamageType="UNDEFINED" ConquerMetricsOverrideAntiMask="ANTI_GROUND" UnitBuilderStandardCombatUnit="False" /> <Draws> <ScriptedModelDraw id="50DF2C46" RecoilDamping="0.4" MaxRecoilDistance="3" InitialRecoilSpeed="2" RecoilSettleSpeed="0.065" MinLODRequired="LOW" ProjectileBoneFeedbackEnabledSlots="" TrackMarks="" DependencySharedModelFlags="" HighDetailLODThreshold="0" LowDetailLODThreshold="0" WadingParticleSys="" AlphaCameraFadeOuterRadius="0" AlphaCameraFadeInnerRadius="0" AlphaCameraAtInnerRadius="100%" StaticSortLevelWhileFading="-1" BirthFadeTime="0" OkToChangeModelColor="True" AnimationsRequirePower="True" UseYAxisForTurretRotation="False" TrackMarksOnlyWhenCorneringQuickly="False" UseProducerTexture="False" NoRotate="False" UseFiringArcRotation="False" Selectable="True" RandomTextureFixedRandomIndex="False" ParticlesAttachedToAnimatedBones="False" ParticleBonesCheckDrawable="False" ShadowForceDisable="False" SwitchModelLODMode="False" StaticModelLODMode="False" ShowShadowWhileContained="False" UseStandardModelNames="False" UseDefaultAnimation="False" BirthFadeAdditive="False" ZWriteDisableOverride="False" MultiPlayerOnly="False" AffectedByStealth="True" InvertStealthOpacity="False" HighDetailOnly="False" SetAnimsToLastFrameOnConstructionComplete="True"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIM_SKN" ExtraMesh="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIMBLD_SKN" ExtraMesh="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="RUBBLE" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIM_D3SN" ExtraMesh="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIM_D2SN" ExtraMesh="False" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="AlienDamageFireGlow01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="AlienDamageFireGlow02" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="AlienDamageFireGlow01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="AlienDamageFireGlow02" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="AlienDamageFireGlow01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="AlienDamageFireGlow02" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIM_SKN" ExtraMesh="False" /> <Texture Original="ABGrowthStim" New="ABGrowthStimD" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT" Flags="RESTART_ANIM_WHEN_COMPLETE DO_NOT_PLAY_WHEN_UNPOWERED" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_IDLA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="30" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIMBLD_AAN" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="RUBBLE" StateName="STATE_Rubble" Flags="START_FRAME_LAST" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_D3AN" AnimationMode="MANUAL" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> Prev = CurDrawablePrevAnimationState(); if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then CurDrawableSetTransitionAnimState("TRANS_IntoRubble") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED" StateName="STATE_ReallyDamaged" Flags="START_FRAME_LAST" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_D2AN" AnimationMode="MANUAL" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> Prev = CurDrawablePrevAnimationState(); if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_IntoReallyDamaged" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_D2AN" AnimationMode="ONCE" Distance="0" AnimationBlendTime="0" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_IntoRubble" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_D3AN" AnimationMode="ONCE" Distance="0" AnimationBlendTime="0" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> </ScriptedModelDraw> </Draws> <Behaviors> <AttributeModifierPoolUpdate id="513BC476" /> <SquishCollide id="8CCB269A" CrushAnimTime="1s" CrushKillDelay="0.5s" UseDirectionCheck="True" /> <FireWeaponWhenDead id="DDED328F" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" DelayTime="0s" DeathWeapon="CatalystInfantryDeathWeapon" FocusFireKindOfFlag="" InitiallyActive="True" ActiveDuringConstruction="False" ContinueToBezierDestination="False"> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="CATALYST" DeathTypesForbidden="" /> </FireWeaponWhenDead> <AutoHealBehavior id="C07BF5C0" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" HealingAmount="100" HealingDelay="0.5s" StartHealingDelay="1s" Radius="0" KindOf="" HealFXList="" SpawnFXList="" RespawnMinimumDelay="0s" InitiallyActive="False" AffectsWholePlayer="False" AffectsContained="False" HealOnlyIfNotUnderAttack="False" HealOnlyIfNotInCombat="False" HealOnlyOthers="False" NonStackable="False" RespawnNearbyHordeMembers="False"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </AutoHealBehavior> <AttributeModifierUpgrade id="AA36A1AA" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" AttributeModifier="Modifier_MultifunctionUpgradeCenterSpeed"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterSpeed</TriggeredBy> </AttributeModifierUpgrade> <AttributeModifierUpgrade id="81C6F752" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" AttributeModifier="Modifier_MultifunctionUpgradeCenterDamage"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterDamage</TriggeredBy> </AttributeModifierUpgrade> <AttributeModifierUpgrade id="E35F7EC4" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" AttributeModifier="Modifier_MultifunctionUpgradeCenterArmor"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterArmor</TriggeredBy> </AttributeModifierUpgrade> <LevelUpUpgrade id="A92BDFEA" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" LevelsToGain="1" LevelCap="4" DoFlash="True"> <TriggeredBy>Upgrade_ProductionVeterancy_VETERAN</TriggeredBy> </LevelUpUpgrade> <LevelUpUpgrade id="5C3F216A" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" LevelsToGain="2" LevelCap="4" DoFlash="True"> <TriggeredBy>Upgrade_ProductionVeterancy_ELITE</TriggeredBy> </LevelUpUpgrade> <LevelUpUpgrade id="379F3CE2" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" LevelsToGain="3" LevelCap="4" DoFlash="True"> <TriggeredBy>Upgrade_ProductionVeterancy_HEROIC</TriggeredBy> </LevelUpUpgrade> <StealthUpgrade id="F2B9DFBE" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True"> <TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy> </StealthUpgrade> <TemporarilyDefectUpdate id="3473AFD2" DefectionFrameCount="300" /> <ReturnToDockSpecialPower id="73E227F2" SpecialPowerTemplate="SpecialPower_ReturnToDock" AntiCategory="" AntiFX="" AttributeModifier="" AttributeModifierRange="0" AttributeModifierFX="" WeatherDuration="0" InitiateFX="" TriggerFX="" SetModelCondition="TOPPLED" SetModelConditionTime="0s" GiveLevels="0" ChangeWeather="NORMAL" OnTriggerRechargeSpecialPower="" BurnDecayModifier="0" MaxDistanceFromCommandCenter="0" UpdateModuleStartsAttack="False" StartsPaused="False" ReEnableAntiCategory="False" AttributeModifierAffectsSelf="False" AttributeModifierWeatherBased="False" TargetEnemy="False" TargetAllSides="False" DisableDuringAnimDuration="False" IdleWhenStartingPower="False" AffectGood="False" AffectEvil="False" AffectAllies="True" AvailableAtStart="True" AdjustVictim="False" UseDistanceFromCommandCenter="False" ChildModuleHandlesFX="False"> <AttributeModifierAffects Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> <RequirementsFilterMP Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> <RequirementsFilterStrategic Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </ReturnToDockSpecialPower> <SlowDeath id="73542D4A" SinkRate="4" ProbabilityModifier="10" ModifierBonusPerOverkillPercent="0%" SinkDelay="5s" SinkDelayVariance="0s" DestructionDelay="15s" DestructionDelayVariance="0s" DecayBeginTime="0s" FlingForce="0" FlingForceVariance="0" FlingPitch="0d" FlingPitchVariance="0d" DeathFlags="" FadeTime="0s" FadeDelay="0s" DeathTypes="" DeathObjectStatusBits="" ShadowWhenDead="False" Fade="False"> <OCL Type="INITIAL"> <OCL>OCL_ALIENHarvesterDebris</OCL> </OCL> <Sound Type="INITIAL" List="ALI_Harvester_Die" /> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="ALL" DeathTypesForbidden="TOPPLED" /> </SlowDeath> <FXListBehavior id="C74C39D8"> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="ALL" DeathTypesForbidden="" /> <Event Index="onTransitionToDamaged" FX="FX_AlienHarvesterTransition" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> <Event Index="onTransitionToReallyDamaged" FX="FX_AlienHarvesterTransition" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> <Event Index="onDeath" FX="FX_AlienHarvesterExplode" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> </FXListBehavior> <DistributedMoney id="BBA9F939" Capacity="99999999" OnDieSpawnPercentage="1%" RedistributeMoneyOnDeathType="SUICIDED" /> <SupplyCenterCreate /> <SupplyCenterDockUpdate id="B1E09186" NumberApproachPositions="-1" MinDockTime="9s" ObjectsInLineWeight="9s" AllowsPassthrough="True" GoToRallyPointAfterDock="True" ShouldDockInReverse="False" ValueMultiplier="1" BonusScience="INVALID" BonusScienceMultiplier="0" DistributedDeposit="True"> <ForVoiceRetreatThisIsASafeHarborToObjectFilter Rule="NONE" Relationship="" Alignment="NONE" Include="HARVESTER" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </SupplyCenterDockUpdate> <InvisibilityUpdate id="3BD7F2F5" Options="" UpdatePeriod="0.5s" BroadcastRange="0" OpacityMin="40%" OpacityMax="100%"> <InvisibilityNugget ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B PREATTACK_C FIRING_C FIRING_OR_PREATTACK_C RELOADING_C USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C" ForbiddenConditionExceptions="" ForbiddenWeaponSets="" ForbiddenStatus="DOCKING HARVESTING" CamouflageLevel="0" InvisibilityType="STEALTH" Options="" EnteringStealthFX="FX_NODStealthTransitionOn" LeavingStealthFX="FX_NODStealthTransitionOff" HintDetectableStates="IS_ATTACKING" NoStealthForAttackWindow="0s" /> <RequiresUpgrade>Upgrade_CloakingFieldInvisibility</RequiresUpgrade> </InvisibilityUpdate> <StatusBitsUpgrade id="A7D958E9" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="DOES_CONTAIN_TIBERIUM" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="A22C7337" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="AF58DEC5" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_AlienFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="D0366E2B" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_NODFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="7EE734F1" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_GDIFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="E13A182A" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="3BE6F534" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="2F3829D0" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="2854C9B9" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy> </StatusBitsUpgrade> <ShieldBodyUpdate id="477C6A8E" /> </Behaviors> <AI> <SupplyTruckAIUpdate id="12FA48BA" AutoAcquireEnemiesWhenIdle="NO" StopChaseDistance="500" HoldGroundCloseRangeDistance="0" MinCowerTime="0s" MaxCowerTime="0s" RampageTime="0s" BurningDeathTime="0s" TimeToEjectPassengersOnRampage="0" ComboLocomotorSet="NORMAL" ComboLocoAttackDistance="80" IdleTargetTime="0s" MaxCombineChildren="1" SpawnOffsetRadius="0" StandGround="False" CanAttackWhileContained="False" RampageRequiresAflame="False" FadeOnPortals="False" MaxBoxes="200" SupplyCenterActionDelay="0.1s" SupplyWarehouseActionDelay="0s" SupplyWarehouseScanDistance="5000" DepletedAnnounceDistance="600" HarvestActivationRange="600" HarvestPreparationTime="0.5s" HarvestActionTime="2.2s" HarvestTrees="False" HarvestTiberium="True" HarvestsFromRearEnd="False" CanPathThroughUnitsWhileDocking="True" CanPathThroughUnitsWhileHarvesting="False" /> </AI> <Body> <ShieldBody id="B313F576" MaxHealth="6000" MaxHealthDamaged="0" MaxHealthReallyDamaged="0" InitialHealth="-1" RecoveryTime="0" DodgePercent="0" EnteringDamagedTransitionTime="0s" EnteringReallyDamagedTransitionTime="0s" GrabFX="" GrabDamage="200" HealingBuffFX="" DamagedAttributeModifier="" ReallyDamagedAttributeModifier="" CheerRadius="200" BurningDeathFX="" SecondChanceUpgrade="" SecondChanceHeal="0" UseDefaultDamageSettings="True" RemoveUpgradesOnDeath="False" BurningDeathBehavior="False" ShieldEnabledFX="FX_AlienShieldEnabled" ShieldDepleteFX="FX_AlienShieldDeplete" ShieldRechargeEndFX="" ShieldTakeDamageFX="FX_AlienShieldHit" ShieldAmount="500" ShieldArmor="ForcefieldFilterDamageArmor" ShieldRechargeIdleTime="120s" ShieldActiveModelCondition="USER_1" /> </Body> <Geometry IsSmall="False"> <Shape Type="CYLINDER" ContactPointGeneration="NONE" MajorRadius="12.1114" MinorRadius="12.1114" Height="52.6624" FrontAngle="0d" Active="True" UsedForHealthBox="True"> <Offset x="0" y="0" z="0" /> </Shape> <Shape Type="CYLINDER" ContactPointGeneration="NONE" MajorRadius="23.2912" MinorRadius="23.2912" Height="26.3312" FrontAngle="0d" Active="True" UsedForHealthBox="True"> <Offset x="0" y="-9.53674E-07" z="0" /> </Shape> <ContactPoint> <Pos x="-14.9777" y="-15.975" z="0" /> </ContactPoint> <ContactPoint> <Pos x="5.87087" y="-6.02351" z="48.8448" /> </ContactPoint> <ContactPoint> <Pos x="15.8223" y="14.825" z="0" /> </ContactPoint> <ContactPoint> <Pos x="-5.02617" y="4.87353" z="48.8448" /> </ContactPoint> <ContactPoint> <Pos x="-5.02617" y="-6.02351" z="48.8448" /> </ContactPoint> <ContactPoint> <Pos x="15.8223" y="-15.975" z="0" /> </ContactPoint> <ContactPoint> <Pos x="5.87087" y="4.87353" z="48.8448" /> </ContactPoint> <ContactPoint> <Pos x="-14.9777" y="14.825" z="0" /> </ContactPoint> </Geometry> <AudioArrayVoice> <AudioEntry EvaEvent="BuildingStolen" AudioType="voiceDefectingAway" /> <AudioEntry EvaEvent="EnemyBuildingCaptured" AudioType="voiceDefectingTowards" /> <AudioEntry Sound="AudioEvent:ThumperCreateFX" AudioType="voiceSelect" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="AudioEvent:GDI_BuildingPlaced" AudioType="soundUnderConstruction" /> <AudioEntry Sound="MultiSound:HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" /> <AudioEntry Sound="MultiSound:HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" /> <AudioEntry Sound="AudioEvent:ThumperAmbFX2" AudioType="soundAmbient" /> <AudioEntry Sound="AudioEvent:ThumperHitFX" AudioType="soundAmbient" /> </AudioArraySound> <EvaEvents EvaEventSoldOwner="StructureSold" EvaEventDamagedOwner="StructureUnderAttack" EvaEventSecondDamageFarFromFirstScanRange="200" EvaEventSecondDamageFarFromFirstTimeoutMS="155" EvaEventRepairingOwner="StructureRepairing" EvaEnemyObjectSightedEvent="EnemyCampSighted" EvaEventAvailableForProduction="NewConstructionOptions" EvaEventProductionStarted="BuildingConstructionStarted" EvaEventProductionComplete="BuildingConstructionComplete" EvaEventPlacementFailed="StructurePlacementFailed" EvaEventCannotBuildDueToFullBuildQueue="StructureCannotBuildDueToFullBuildQueue" EvaEventBuildOnHold="BuildOnHold" EvaEventBuildCancelled="BuildCancelled" EvaEventManuallyPoweredOff="BuildingManuallyPoweredDown" EvaEventManuallyPoweredOn="BuildingManuallyPoweredUp" /> <ShadowInfo Type="VOLUME" Texture="" AdditionalTexture="" SizeX="0" SizeY="0" OffsetX="0" OffsetY="0" OpacityStart="0" OpacityFadeInTime="0s" OpacityPeak="1" OpacityFadeOutTime="0s" OpacityEnd="0" MaxHeight="20" SunAngle="0" OverrideLODVisibility="False" UseHouseColor="False" IsRotatingWithObject="True" LocalPlayerOnly="False" /> <VisionInfo VisionRange="200" ShroudClearingRange="400" VisionSide="100%" VisionRear="100%" VisionBonusTestRadius="100" VisionBonusTestSegments="8" VisionBonusPercentPerFoot="0%" MaxVisionBonusPercent="50%" MinVisionBonusPercent="-50%" /> <ProjectedBuildabilityInfo Radius="10" BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" StatusToReject="" ModelConditionsToReject="" /> </GameObject> </AssetDeclaration>
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